

"You'd get that in the forums sometimes, but also YouTube Let's Plays where people are creating content for their audience, rather than just playing for us. "That was valuable, but the thing that Early Access offered that we wouldn't have had otherwise was those people who were excited about the development, but also talking about it without knowing that we were listening. "Throughout the whole process we were also bringing in Craigslist people," says Lantz. With reliable updates (originally every couple of weeks) came a reliable stream of feedback from those that had bought into both a turn-based stealth game and also, importantly, its future development. That sounds like a superficial change, and I guess it is, but it would lead onto a couple of much more significant revisions later down the line: an added dash of global conspiracy in the storyline, and of course, the inclusion of that clever little timer, always drawing you closer to the game's big finale. This theme would eventually give way to a world map instead, when it became clear that Early Access players preferred the idea of something a little more XCOM-inspired. has come a long way since Alpha but way more importantly, who is Dr Pedler?! "You're in this big apartment building and as you complete each mission, you're climbing to higher floors. "Originally we had this vision that was inspired by Dredd or maybe The Raid," says Lantz.


It's astonishing how quickly Klei Entertainment has iterated, certainly, but it's also astonishing how much the team has listened. has changed a lot since its inception - as an example, it was once called Incognita before, thankfully, the forces of punmanship prevailed - but what's astonishing is how much it's changed since the first Early Access build got into the hands of the community. We are on Skype, and we're talking about Invisible Inc, the game that he's been working on for the last few years - and the game that, since last August, has had a new influx of design consultants. "If we'd done it all internally, I don't know if we would have ever realised that we shouldn't do a dungeon crawler," explains designer James Lantz with a laugh.
