Introducing $INC โ the Invisible Network Credit.
Earned by Spies on missions, it powers everything from recruiting new Spies to purchasing upgrades to storage in Steelgate's Vaults.
In Spy Inc, your Spies act every 12 hours.
Each turn, you decide: defend, gather intel, sabotage rivals, or infiltrate enemy ops.
All actions resolve simultaneously, onchain at the end of each turn.
This thread breaks down the outcomes - and risks - of every move. ๐งต1/5
The safehouse opens within the next 48 hours.
First 100 agents inside get the drop - whitelist secured.
No reruns. No retries.
A limited amount of WLs will be available via different ways to community members within Discord.
The year is 1946 and war has ended โ officially.
But in the crumbling skyline of Ashport, beneath the wreckage of Pitford, and behind the sealed war rooms of Duskwell and Vexley, a new conflict is already unfolding โ not one of armies or treaties, but of secrets, sabotage, and
Agencies do not fight for territory.
They fight for power, secrets, and the erasure of their enemies.
Behind them all lies the Invisible Network โ a covert web of encrypted channels, black sites, and compromised assets that spans the continent. It has no capital, no nameplate,
As director, you'll be faced with the choice of how to allocate each Spy in your Agency.
Having a solid strategy and balance will be crucial to your success.