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Invisible, Inc. similar games & best alternatives

Invisible, Inc.

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Nintendo Switch, Linux • 2015

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Quick resume

Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life.

Global score

91/100

Genres

Action, Indie, Strategy, Adventure, Turn-based strategy (TBS), Tactical

Similar games

    Pros

    • Deep tactical gameplay
    • High replayability with procedural levels
    • Immersive cyberpunk stealth atmosphere
    • Strong learning curve rewarding skill
    • Polished audiovisual presentation

    Cons

    • Steep difficulty may frustrate new players
    • Minimal narrative depth
    • Some randomness can create unfair scenarios
    • Lack of multiplayer or social features
    • Short main campaign length

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose tactics, weapons, and approach to missions with multiple strategies and personal decision-making."

      Capsule for Fast and Low Fast and Low

      "Players have freedom to choose agents, strategies, and how to approach missions with many tactical options."

    • Competence

      Game with the same Competence vibe

      5

      "High skill ceiling with complex tactical planning, execution, and learning from trial and error; game punishes mistakes harshly."

      Capsule for Door Kickers Door Kickers

      "High skill ceiling with complex tactical planning, precise execution, and learning from mistakes."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on individual play and self-improvement rather than direct competition or leaderboards."

      Capsule for Touhou Kouryudou ~ Unconnected Marketeers. Touhou Kouryudou ~ Unconnected Marketeers.

      "Focus is on individual play and self-improvement rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replayability with procedural generation and multiple characters encourages habitual play"

      Capsule for Curious Expedition Curious Expedition

      "Strong replayability with procedural generation and progression encourages habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Players control a small squad and coordinate actions, but no multiplayer or broader cooperation."

      Capsule for Marauder Marauder

      "Players control a small team of agents working together tactically, but no multiplayer cooperation."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with commands and explore different hacking approaches and easter eggs."

      Capsule for Hacknet Hacknet

      "Players experiment with different agent combinations, equipment, and hacking programs."

    • Domination

      Game with the same Domination vibe

      -4

      "Gameplay emphasizes personal skill and challenge rather than exerting power over other players."

      Capsule for In Death In Death

      "Gameplay emphasizes careful planning and survival rather than exerting power over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive cyberpunk world and intense gameplay provide strong real-life escape"

      Capsule for SPRAWL SPRAWL

      "Immersive cyberpunk stealth world provides strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic challenge and enjoyment, not out of obligation."

      Capsule for Thumper Thumper

      "Players engage voluntarily for intrinsic challenge and enjoyment, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try different strategies, items, and adapt to random level layouts."

      Capsule for Not The Robots Not The Robots

      "Players try new strategies, agent builds, and adapt to procedural level layouts."

    • Exploration

      Game with the same Exploration vibe

      3

      "Procedurally generated levels with secrets and varied environments encourage discovery, though some repetition noted."

      Capsule for Nightmare Reaper Nightmare Reaper

      "Procedurally generated levels encourage discovery and adapting to new environments."

    • Expression

      Game with the same Expression vibe

      2

      "Agent appearance customization and loadout personalization allow some self-expression."

      Capsule for Phantom Doctrine Phantom Doctrine

      "Some customization of agents and loadouts allows personal expression."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Futuristic cyberpunk setting with advanced augmentations and conspiracies offers imaginative fiction."

      Capsule for Deus Ex: Human Revolution - Director's Cut Deus Ex: Human Revolution - Director's Cut

      "Futuristic cyberpunk setting with espionage and AI elements creates imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily single-player experience with limited social or community interaction."

      Capsule for Desperados III Desperados III

      "Primarily single player experience with limited social or community interaction."

    • Growth

      Game with the same Growth vibe

      5

      "Strong learning curve with skill acquisition, unit development, and strategic mastery."

      Capsule for Symphony of War: The Nephilim Saga Symphony of War: The Nephilim Saga

      "Strong learning curve with skill acquisition and strategic mastery rewarded."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity involved."

      Capsule for Mortal Kombat 11 Mortal Kombat 11

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires constant attention and focus during missions."

      Capsule for Commandos 2: Men of Courage Commandos 2: Men of Courage

      "Requires constant attention and careful planning during missions."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social or emotional connections beyond character-driven narrative."

      Capsule for Thimbleweed Park™ Thimbleweed Park™

      "Minimal social interaction or emotional connection beyond character stories."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead a small squad and make all tactical decisions; leadership within own team."

      Capsule for Metal Slug Tactics Metal Slug Tactics

      "Players lead a small team of agents, making all strategic decisions."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through unlocking characters, classes, equipment, and story elements across runs."

      Capsule for Knock on the Coffin Lid Knock on the Coffin Lid

      "Progression through unlocking agents, abilities, and equipment over multiple runs."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "High tension and challenge create sustained alertness rather than relaxation or flow."

      Capsule for Nuclear Throne Nuclear Throne

      "High tension and stress due to escalating alarm and permadeath mechanics."

    • Sensation

      Game with the same Sensation vibe

      3

      "Stylish visuals, dynamic soundtrack, and sound effects provide sensory stimulation and emotional engagement."

      Capsule for Volume Volume

      "Stylish audiovisual design and reactive music enhance emotional engagement."

    • Status

      Game with the same Status vibe

      -4

      "No social status or ranking systems; focus is on personal achievement."

      Capsule for LEGO® Harry Potter™ Collection LEGO® Harry Potter™ Collection

      "No social status or ranking systems; focus is on personal achievement."

    • Story

      Game with the same Story vibe

      2

      "Narrative is present but minimal; story supports atmosphere without heavy focus."

      Capsule for Valfaris Valfaris

      "Narrative provides atmospheric backdrop but is minimal and not the main focus."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay revolves around deep strategic planning and tactical problem solving."

      Capsule for Eador. Imperium Eador. Imperium

      "Core gameplay revolves around deep tactical planning and problem solving."

    • Thrill

      Game with the same Thrill vibe

      5

      "High suspense and adrenaline from panic typing, managing hordes, and survival horror tension."

      Capsule for Blood Typers Blood Typers

      "Escalating alarm and permadeath create suspense and adrenaline-filled moments."

    • Value

      Game with the same Value vibe

      4

      "High replay value and depth provide good return on time and money invested."

      Capsule for Hitman: Blood Money Hitman: Blood Money

      "High replay value and depth provide strong return on time and money invested."

    • Violence

      Game with the same Violence vibe

      -3

      "Game discourages killing; players use non-lethal methods and healing on enemies."

      Capsule for UnMetal UnMetal

      "Game rewards stealth and non-lethal takedowns over killing."

    • Survival

      Game with the same Survival vibe

      5

      "Strong survival theme with resource management and threat avoidance critical to success."

      Capsule for XCOM: Enemy Unknown XCOM: Enemy Unknown

      "Survival under pressure with resource management and threat avoidance central."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Cooperation. It leans lower than usual among comparable games on Violence, Relaxation.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026