Hey bros, let's talk about Invisible Inc.
https://www.youtube.com/watch?v=feGP9Cj_G08
What is Invisible Inc, you ask?
It probably says a lot about their success rate that you don't know.
Invisible Inc is a turn based tactical stealth game, themed around cyberpunk heists.
You have a team of two to four agents and a variety of missions you can choose from - stealing weapons, hacking servers, rescuing MIA agents, and so on - each of which is procedurally generated.
Your agents all have special abilities and gadgets and such (and you can purchase more at various points in the game), and then you have an AI that handles your hacking for you, so you can take over cameras and unlock safes and stuff like that.
Ideally (at least in my mind) you're trying to ghost missions - get in and get out without the guards noticing you - because if an agent gets spotted by a guard they will shoot on their next turn (or if you move), and unless you have another agent to heal the downed agent or drag them to the exit, they're out of the game.
The campaign is really short though, as it's designed to be played multiple times.
At the end of the campaign, based on your level of success, you unlock new agents and new programs and stuff that you can use in the next playthrough.
Which of course will be totally different in terms of content, as everything is procedurally generated.
It's available on Steam, and is super fucking cool.
I bought it last Friday and am already halfway into my second campaign, in which things are going entirely different than they did the first time.
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Don't be discouraged if you were expecting a tactical shooter more like xcom or something
This game is more about sneaking around corners and setting up premeditated melee ambushes instead of shooting, which can be even more satisfying
They kept spawning gun drones when the alert level rose, which I immediately would put a parasite on, allowing me to take control after two rounds and use the drone to kill any guards in the area
And then when I ran out of human guards I just kept hacking the gun drones to start shooting each other
It was a bloody mess of a run, but I got everyone out safely
Everything, really! The only thing I don't like is that I'm still not 100% clear on how many augments a person can have. There's an achievement for giving someone 4, but the UI doesn't super make it clear whether someone is full up, so I stopped at 2 for people in my first playthrough. Leaving me with like $1200 in the final mission, which was silly.
I'm really excited to keep ramping up through the difficulty levels, though. It's so well crafted, the tactical layer feeds into the strategic layer really well.
I think most people start with two augment slots (with one occupied already), which you can also expand when you raid a cybernetics lab
Sharp starts with six augment slots as his special ability
I haven't played it yet though. Because that's what Steam is for
Look but don't touch
Behind it was, of course, the locker I needed to get in to finish the mission
So at alarm level five, having explored the rest of the damn level, I made it into that room
And then one person was killed in the room everyone would need to pass through to escape, so that room stayed permanently full of guards
Which soon meant everyone was killed
So I started a new game with Shalem 11 and Nika and the vague plan of just murdering the fuck out of people
They're doing a pretty good job so far
It was a terrifying experience
The level was swarming with armor 3 guards (who only Monst3r could take out, nobody else could reach armor piercing 3) and those awful hackable armor 8 guards (I still had parasite level 1 as my main hacking tool, so it would be 6 turns to get one down to a level I could make it through his armor reasonably)
At one point I had Prism using a high level booster chip to knock those hackable guards down to a reasonable level for a KO
I pretty much dragged all of the guards into the same room and fled to the server space, setting up a constant line of shock traps in every door along the way