Looking to boost your gameplay in Invisible, Inc.? By editing your save file, you can easily give yourself more money, skills, augments, weapons, or items. Keep reading to learn how to hack your save file for ultimate gaming success.
Preface
You MUST turn off cloud save for save file hacking to work.
There are a lot of hexadecimal addresses to copy and ctrl+f for throughout the save file. Use your own addresses in your own file, do not use what’s in my screenshots! In most cases, the next occurrence of the address you’re searching for may be right underneath the current occurrence, but in some cases it may be further down the file. So use ctrl+f, or use a code editor that highlights all occurrences of the selected text.
I am not a modder nor a regular guide writer. This is just what I’ve found from one night’s study of the save file so don’t expect too much lol. I use the word “properties” in this guide but the term is interchangeable with “definitions” and “parameters”.
Find your save file
1. Program Files for Steam: Go to
2. Steam account folder: If you have multiple steam accounts, there will be more than 1 folder with a string of numbers. One of them is your steam account ID. If you don’t already recognise it, try each folder.
3. Game folder: In your account folder, go to the 243970 subfolder. That is the Invisible Inc’s game ID. Then go to the remote subfolder and find savegame.lua. Make a backup of it.
1. Add money
Text guide:
Be at the top of the file and look for the first occurrence of “saveSlots”. At the end of the line is a hexadecimal string, like 0x00000002. It is an address. Copy that and ctrl+f for it. Find the next occurrence of that address.
1. You’re now at the top of a list of your game saves. If you have 3 game saves it will read
table [1] = objects [0x00000003]
table [2] = objects [0x00000004]
table [3] = objects [0x00000005]
I have 1, so my screenshot shows
table [1] = objects [0x00000003]
Pick the save game you want to modify and copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
2. You’re now at the top of a list of game properties for your selected game save. Look for the “agency” line and copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
3. You’re now at the top of a list of agency properties, among which is your amount of credits, the agents you have on your team, and the stuff you have in storage. Look for the “cash” line and change the number to your liking. To modify your agents and storage, go to the respective sections of this guide.
Save the file and load your game.
Image guide:
Save the file and load your game.
2. Increase your agent’s skills
Follow the section above to get to where you need to be. An annotated screenshot of the following steps is provided after the text guide.
Text guide:
Instead of looking for “cash”, look for “unitDefs” and copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
1. You’re now at the top of a list of agents on your team. You have 2 when you start out, so it will look like
table [1] = objects [0x0000004E]
table [2] = objects [0x0000006F]
If you have more agents, you’ll have more table [#] lines.
Pick the agent you want to modify and copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
2. You’re now at the top of a list of properties for your selected agent. The “upgrades” line will bring you to augments and items, and “skills” will bring you to skills. We’re doing skills first. Copy the hexadecimal address at the end of the “skills” line. Ctrl+f for it. Find the next occurrence of that address.
3. You’re now at the top of a list of skills for your selected agent. There will always be 4 lines underneath as there are 4 skills (unless you’re trying to do this before even completing your first mission). Each line’s hexadecimal address brings you to its skill and level. This part is pretty easy to intuit as each skill’s name is clearly labelled. Change “level” to a number from 1 to 5.
Save the file and load your game.
Image guide:
Save the file and load your game.
2b. Increase skills for first mission
Scroll down to the bottom of the file to find a long list of hexadecimal addresses like so:
[0x00000002] = {},
[0x00000003] = {},
[0x00000004] = {},
[0x00000005] = {},
[0x00000006] = {},
[0x00000007] = {},
[0x00000008] = {},
[0x00000009] = {},
[0x0000000A] = {},
[0x0000000B] = {},
Find the last one and increment that to be your first new address. Remember that these are hexadecimal numbers, so after 9 is A, then follow the alphabet until F, and after F is 0. So 69 goes to 6A, and 6F goes to 70.
Follow the section above up to step 2 (list of properties for your selected agent). It will be helpful to refer to the screenshots in the section above.
1. You will need to add the following line under your agent’s property list.
2. Then create a brand new table matching that new address1 with 4 lines under it.
table [1] = objects [your brand new address2]
table [2] = objects [your brand new address3]
table [3] = objects [your brand new address4]
table [4] = objects [your brand new address5]
3. Then create 4 brand new tables with matching addresses, each looking like this:
table [“level”] = your desired level from 1 to 5
table [“skillID”] = put the skill name in this spot, refer below
The skill names are as follows, but I’ve had to remove the leading ‘[‘ character as it messes with Steam’s formatting. Remember to add the ‘[‘ back in yourself!
Speed: ==[stealth]==]
Hacking: ==[hacking]==]
Strength: ==[inventory]==]
Anarchy: ==[anarchy]==]
4. Finally, add the new addresses 1, 2, 3, 4, and 5 at the bottom of the file, below the other addresses that are already there. You don’t have to remove the last comma.
[your brand new address2] = {},
[your brand new address3] = {},
[your brand new address4] = {},
[your brand new address5] = {},
Save the file and load your game.
3. Give your agent augments, weapons, and items
- It can let you change existing augments, weapons, or items you already have to something else.
- It can let you add augments, weapons, or items that you want. Adding empty augment slots is untested though.
- It assumes all agents start with at least 1 augment or 1 item in their inventory. I haven’t played all agents. If you picked an agent that starts with nothing, you’ll have to play a mission and get something first. You can edit the save file in the middle of the mission (just save and exit the game first).
- The second modification is more complicated than adding money and increasing skill levels. It involves creating new hexadecimal addresses and tables yourself.
- You need to know the code name for the augment or item you want. See the “Code names” section below for some help.
Follow the “Increase your agent’s skills” section above up to step 2 (list of properties for your selected agent). An annotated screenshot of the following steps is provided after the text guide.
Text guide:
1. You’re now at the top of a list of properties for your selected agent. You want the “upgrades” line. Copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
2. You’re now at the top of a list of “objects” that your agent has (I’ll denote them as “objects” because “upgrades” like the save file calls them is a mislabel in my humble opinion). “Objects” include augments, weapons, and items (like scan chips and stims). Note that the game does not sort this list by object type. My screenshot shows my objects in order of augments, then weapons, then items, but that is because my save file is artificially crafted. My screenshot shows my agent has 10 objects. Do the usual copy and ctrl+f motion to get from the hexadecimal address to the object and its properties.
3. You’re now at the top of a list of properties that the object has. Augments and weapons have subproperties and sub-subproperties, with more hexadecimal addresses that branch out twice. As such, augments and weapons take up 3 paragraphs to complete their properties. Items just have one, which is their name. Refer to the screenshots below for more clarity.
Replace objects
This is pretty straightforward, other than needing to know the code name for the augment, weapon, or item you want. See the “Code names” section below for some help. Code names are bracketed with ‘[‘ and == and ‘[‘ on the left and ‘]’ and == and ‘]’ on the right. I have to word that sentence funny because Steam doesn’t play nice with square brackets, it thinks I’m trying to do text formatting.
Identify the object you want to replace and just overwrite its code name with the code name you want. Obviously, you can only replace like-for-like. Augments for augments, weapons for weapons, and items for items. Where weapons are concerned, some guns have ammo while some guns and all tazers don’t. This means extra care when replacing weapons. If you refer to my screenshot below, the top weapon has
while the second weapon below it doesn’t have that line. You’ll have to have some familiarity with the game to know what gun has ammo and what gun has charges (which means they won’t have the ammo line) so you don’t replace improperly. I can’t help you there as my game is modded with a couple of mods from the workshop so the weapons I come across in my game aren’t base-game. And yes, for guns with ammo, you can give yourself way more ammo than the magazine can hold :D. This makes charge packs entirely redundant!
Add empty augment slots
This is untested! At step 2 above, when you’re at the top of the list of objects that your agent has, add a new line at the end of that list and increment the number in the first pair of square brackets. It looks something like this, but I’ve had to remove the leading ‘[‘ character in the code name due to Steam’s formatting, so make sure to add that back in yourself.
As mentioned, my agent has 10 objects already, hence my new line is 11.
Add objects
Depending on the object type you’re adding, you will need to create a number of new hexadecimal addresses. For augments and weapons, you need 3 new addresses. For items, you need 1 new address. Scroll down to the bottom of the file to find a long list of hexadecimal addresses like so:
[0x00000002] = {},
[0x00000003] = {},
[0x00000004] = {},
[0x00000005] = {},
[0x00000006] = {},
[0x00000007] = {},
[0x00000008] = {},
[0x00000009] = {},
[0x0000000A] = {},
[0x0000000B] = {},
Find the last one and increment that to be your first new address. Remember that these are hexadecimal numbers, so after 9 is A, then follow the alphabet until F, and after F is 0. So 69 goes to 6A, and 6F goes to 70.
At step 2 above, when you’re at the top of the list of objects that your agent has, add a new line at the end of that list, increment the number in the first pair of square brackets, and use your first new address, like so:
Then create a brand new paragraph matching that new address1.
For a new augment, add this as the new paragraph :
table [“upgradeParams” ] = objects [your brand new address2]
table [“upgradeName” ] = put the code name for the augment you want here
table = objects [your brand new address2]
table [“traits” ] = objects [your brand new address3]
table = objects [your brand new address3]
table [“installed”] = true <- change this to false if you want it in your inventory
table [“augment”] = true
For a new weapon, add this as the new paragraph :
table [“upgradeParams”] = objects [your brand new address2]
table [“upgradeName”] = put the code name for the weapon you want here
table = objects [your brand new address2]
table [“traits”] = objects [your brand new address3]
table = objects [your brand new address3]
table [“autoEquip”] = true
table [“ammo”] = 100 <- this line may or may not be needed for your weapon of choice
For a new item, add this as the new paragraph :
table [“upgradeName”] = put the code name for the item you want here
Finally, add the new addresses at the bottom of the file, below the other addresses that are already there. You don’t have to remove the last comma.
[your brand new address2] = {},
[your brand new address3] = {},
For each new object you add, you have to keep incrementing the hexadecimal address. If you’re adding 1 augment, 1 weapon, and 1 item, you will need 7 new addresses. If you ctrl+f for your self-created addresses, there should be no more than 3 occurrences each found in the whole file.
Save the file and load your game.
Image guide:
These screenshots should help you with replacing objects you already have with other objects you want. Unfortunately I don’t have an image guide for adding objects. Please read the text guide for that.
4. Add items to storage
Instead of looking for “cash” or “unitDefs”, look for “upgrades” and copy the hexadecimal address at the end of it. Ctrl+f for it. Find the next occurrence of that address.
You’re now at the top of a list of objects in your storage. You can replace or add objects just like in the previous section (“Give your agent augments, weapons, and items”). Please read through the previous section as it is only more of the same motions.
Code names
[==[augment
Here are some I’ve mapped. IMPORTANT: I had to remove the leading ‘[‘ character due to Steam’s formatting causing anything inside square brackets to not show up. Remember to add the first ‘[‘ yourself! You’ve seen the screenshots above. You know how it’s supposed to look like.
Augments:
Torque Injectors: ==[augment_torque_injectors]==]
Microslam Apparatus: ==[augment_microslam_apparatus]==]
Anatomy Analysis: ==[augment_anatomy_analysis]==]
Distributed Processing: ==[augment_distributed_processing]==]
Titanium Rods: ==[augment_titanium_rods]==]
Penetration Scanner: ==[augment_penetration_scanner]==]
Predictive brawling: ==[augment_predictive_brawling]==]
Sadochistic Pumps: ==[augment_sadochistic_pumps]==]
Skeletal Suspension: ==[augment_skeletal_suspension]==]
Holocircuit Overloaders: ==[augment_holocircuit_overloaders]==]
Central’s Antiviral Proxy: ==[augment_central]==]
Monst3r’s Fabricating Multithreading: ==[augment_monst3r]==]
Shalem’s Enhanced Optics: ==[augment_shalem]==]
Nika’s Adrenal Regulator: ==[augment_nika]==]
Deckard’s Neural Networking: ==[augment_deckard]==]
International’s Wireless Emitter: ==[augment_international_v1]==]
Bank’s Crypto Computer: ==[augment_banks]==]
Dr Xu’s Subdermal Tools: ==[augment_tony]==]
Prism’s Refraction Chamber: ==[augment_prism_2]==]
Sharp’s Modular Cybernetic Frame: ==[augment_sharp_1]==]
Weapons:
Drilling Dart: ==[item_dartgun_dam]==]
Cooker: ==[item_light_pistol_dam]==]
Hand Cannon: ==[item_light_pistol_ammo]==]
Neural Disrupter III: ==[item_tazer_3]==]
Power Disrupter III: ==[item_power_tazer_3]==]
Biogenic D.A.R.T.: ==[item_bio_dartgun]==]
?maybe Plasma Gun or K&O Pistol: ==[item_light_pistol]==]
Shalem’s Desert Wind: ==[item_light_rifle_shalem]==]
Nika’s Volt Disrupter: ==[item_power_tazer_nika]==]
Monst3r’s Overclocked Neural DART: ==[item_monst3r_gun]==]
Items:
Ventricular Lance: ==[item_defiblance]==]
Stim III: ==[item_stim_3]==]
Bank’s Scorpion Paralyzer: ==[item_paralyzer_banks]==]
Paralyzer III: ==[item_paralyzer_3]==]
Lock Decoder: ==[item_lockdecoder]==]
Buster Chip III: ==[item_icebreaker_3]==]
Charge Pack: ==[item_clip]==]
Shock Trap III: ==[item_shocktrap_3_17_9]==]
Portable Server III: ==[item_portabledrive_3]==]
Cloaking Rig III: ==[item_cloakingrig_3_17_5]==] or ==[item_cloakingrig_3]==]
Hologram Projector: ==[item_hologrenade_17_9]==]
???: ==[item_laptop_3]==]
???: ==[item_adrenaline]==]
Have fun!
And that wraps up our share on Invisible, Inc.: Save file hacking. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Secretss, who deserves all the credit. Happy gaming!