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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.

Developer
Release
March 29, 2007
19 years and 177 days ago
Steam Reviews
Mixed2,502 reviews57.4%
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Game contextLatest: IGF Team
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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.

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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.

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