Invisible, Inc.

Invisible, Inc.

89 ratings
Programs Extended
File Size
1.192 MB
Nov 15, 2015 @ 10:43am
Jun 18 @ 6:31am
184 Change Notes ( view )

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Programs Extended

In 1 collection by wodzu_93
Invisible Inc. Community Modpack
38 items
This mod is an expansion to hacking component of Invisible Inc, providing new programs, daemons and algorithms, changes few hacking-related things and
provides an option for harder alarm levels. Mod is modular, and each component can be enabled/disabled at will to customize player experience.

Current version: V5.54
For detailed information, look here:

As of version 5.38, this mod is compatible with Nintendo Switch - if you have Invisible Inc there, it will work.
Perform manual installation steps described at the end of this page.

Module 1 - New Programs:
Adds 38 new programs, of which 13 are also starting programs.

Module 2 - New Daemons:
Adds 18 new daemons and 6 new endless (2.0) daemons.

Module 3 - New Algorithms (reverse Daemons):
Adds 8 new algorithms.

Module 4 - Extended alarms:
Changes alarm stages.
DISABLED - normal vanilla behaviour.
EASY - Maximum alarm level is extended to 8, new guards arrive quicker, new Daemons make guards stronger.
NORMAL - Same as EASY, but new alarm Daemons have more severe effects.
HARD - Same as NORMAL, but alarm levels have 4 increments instead of 5.

Module 5 and 6 - Counterintelligence AI
Adds a special Daemon, that acts similarily to Incognita: uses PWR, has cooldowns, and uses its own programs. Module also adds programs and a Databanks log with detailed information. Player can change a day where AI starts appearing, and maximum abilities AI can have.

When AI is enabled, Agents can use Consoles to deter hostile AI. Additionally 6 new Programs are added.

Module 7 - Endless Daemons
Point where 2.0 daemons start appearing in endless can be configured.

Module 8 - Base Game Changes:
- Root program reworked: Gain 3 PWR per turn, programs cost 1 PWR more. Passive. Rework idea by SteelCrow.
- Fortune increases CR in safes by 50% instead of CR gain.
- Pulse V2.0 and Modulate V2.0 are permanent instead of 20 turn duration.
- Abacus programs increase max PWR capacity by 5 and 10 respectively.
- Fool program ignores Magnetic Reinforcements.
- Emergency Reserve program is guaranteed to trigger after Cycle and before all other programs.
- Burst program is improved, being net neutral on agent AP instead of net loss.
- Faust program modified, spawns Daemons when PWR stored is a multiple of 5, getting rid of 20% RNG factor.
- Brimstone is modified. When a Daemon installs, Brimstone gets -1 PWR cost and +3 firewalls broken until next use. Bonuses stack.
- Adds Auxiliary Server Terminals to Server Farm missions. Contains 4 programs.
- Primary Server terminal in Server Farm missions now holds 6 programs.

Module 9 - Program Rarity Rebalance:
All programs are available at shops.
Primary Server Terminals hold offensive programs.
Secondary and Auxiliary Server Terminals hold PWR and utility programs.
Common - Lockpick, Lockpick V2.0, Dagger, Dagger V2.0, Parasite, Parasite V2.0, Rapier, Datablast, Hunter, Ping, Wisp, Taurus, Lightning
Uncommon - Wrenches, Hammer, Brimstone, Mercenary, Power Drip, Fusion, Seed, Daemon Sniffer, Oracle, Abacus, Overdrive, Charge, Root, Rogue
Rare - Flare, Feast, Faust, Wildfire, Wings, Shade, Leash, Abacus V2.0, Halt, Fool

Module 10 - Alarm Tracker GFX Replacement
Changes Alarm Tracker graphic to fit with 'Extended Alarms' "HARD" setting, but can be used on it's own.

Discord Link:

Link for non-Steam users:

Sim Constructor mod required!
Finish all in-progress missions before updating!

To manually install, go to your Invisible Inc installation directory (by default Steam/steamapps/common/InvisibleInc).
If there is no "mods" folder, create it. Download this mod via dropbox link and extract it inside "mods" folder.
Popular Discussions View All (2)
Sep 30, 2017 @ 8:26am
[Bug Report] Crossfeed not working properly
Apr 22, 2019 @ 5:40am
[Bug Report] Server Terminals permanent generation error (game breaking)
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Xpyder May 19, 2020 @ 4:56pm 
Pretty late answering this, but each "gear" in Gear Shift has idle points where you neither gain nor lose power. Low gear it's 10+, high gear has two (8 & 15+), top gear is 14. The wording for top gear is clear (once you re-read it), but the wording for High Gear is definitely confusing. Technically it says "Between 8 and 15" the confusion comes because to a programmer that means 8 < x < 15 (except when it means 8 ≤ x < 15) and in English it means 8 ≤ x ≤ 15
Xpyder May 19, 2020 @ 4:16pm 
Just for clarification on why (so you don't have to test) at the starting alarm level it gives +3 power per turn AND +3 ap to all agents every turn (i.e. with the current modifications there's no -ap cost to burst during even numbered alarm levels if paired with Dao)
Xpyder May 19, 2020 @ 4:09pm 
Dao + Burst might be too strong starting out. While Dao is interesting as is, it might be more balanced as a starting program if instead of -1/-1 <-> +1/+1 it was instead -1/+1 <-> +1/-1. i.e. instead of being boosting both cost and speed at the same time, it alternated between them making different alarm levels either faster or more efficient
Wexmajor Mar 29, 2020 @ 11:16am 
Wodzu, thanks for making a great game even better.
^2[^6sic^2]^0 Ґøøиλвιиθ Dec 26, 2019 @ 3:09pm 
Seems like a good mod, just wanted to point out that one of the new loading screens has "Hostile AI is a 'mistery'..." instead of 'mystery'. Sorry for being the spelling police, it's just that kind of thing bugs me.
Newgel Nov 17, 2019 @ 11:45am 
What about an option to store programs you've bought just like you can store equipment? Or an option to randomize your programs, making things more interesting each infiltration.
NoobSlayer5000 Aug 23, 2019 @ 10:53am 
Thanks, thats the problem.

If anyone has problem with this mod clear the mod folder, install Function Library and refresh mods in the settings.
cyberboy2000 Aug 23, 2019 @ 10:38am 
You probably didn't have Function Library installed.
NoobSlayer5000 Aug 23, 2019 @ 10:31am 
If anyone is having problems with their game not opening, this mod might be causing it (or at least it did for me)
NoobSlayer5000 Jun 29, 2019 @ 8:01am 
A suggestion I would have for this mod would be an option to disable credit based programs as some like greed can result in a snowball effect making the game trivial (and also the ones that drain credits to balance it out)