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Deus Ex: Invisible War

Approximately 20 years after Deus Ex, the world is only beginning to recover from a catastrophic worldwide depression. In this techno-nightmare, take part in the dark struggle to raise the world from its own ashes.

Steam Page
Developer
Release
March 29, 2007
19 years and 130 days ago
Steam Reviews
Mixed2,490 reviews57.4%

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Notes
Latest Contributor: IGF TeamEdit notes
Updated: Jul 13, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 13, 2026Publisher scaleThe operating scale of the game's publisher.
A separate publisher is listed for this release.
Search Google: Is Deus Ex: Invisible War self-published or published by Eidos Interactive Corp.?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Deus Ex: Invisible War and Eidos Interactive Corp. funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Deus Ex: Invisible War and Ion Storm?Creative controlWho appears to retain creative control of the game.
Updated: Jul 13, 2026Release statusWhether and how the game has been released.
The game was released through a separate publisher.

Media

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About the Game

Approximately 20 years after the events depicted in Deus Ex, the world is only beginning to recover from a Catastrophic worldwide depression. In the Chaotic period of recovery, several religious and political factions see an opportunity to re-shape a worldwide government to their agendas, understanding that the right moves now could determine the shape of human society for decades - even centuries - to come. In this techno-nightmare, take part in the dark struggle to raise the world from its own ashes.

  • Dynamic and innovative 1st person-action/adventure brings a level of reality unprecedented in a videogame.

  • Biotech modifications allow players to see through walls, leap 40 feet into the air, regenerate critical body damage or render yourself radar invisible.

  • Globe-hop to real world locations such as Seattle, Antarctica, and Cairo.

  • Cunning stealth gameplay, with darkness and sound affecting enemy awareness.

  • Variable gameplay offers multiple solutions to problems and support for varying stylistic approaches.

  • Non-lethal, non-violent resolution to conflict, allowing players to make ethical statements through their actions.

  • The player's progress through the game is supported by an unprecedented freedom of action by a dynamic, non-linear story with responsive plot branches.