Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives.
Análises de utilizadores:
Muito positivas (49 análises) - 87% das 49 análises de utilizadores nos últimos 30 dias são positivas.
No geral:
Muito positivas (8,311 análises) - 91% das 8,311 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 1 Mai, 2013

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Includes the full game and the original soundtrack!

Pacotes que incluem este jogo

Comprar Indie Game The Movie Bundle

Inclui 5 itens: Indie Game: The Movie, Indie Game: The Movie Special Edition DLC, Super Meat Boy, FEZ, Braid

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18 de Agosto

FEZ 1.12

Update : there have been additional, smaller updates to FEZ 1.12 since its original release, see changes here : https://github.com/renaudbedard/fez-1.12-issues/wiki/1.12-Update-Changelog


A bit more than a year ago, work on FEZ 1.12 officially started.

The goal of this large update to the Windows PC/Mac/Linux version of FEZ was the following :

  • Cut dependencies to OpenTK, the platform framework used by FEZ on Windows. I have had problems with it from the start, from sound card detection issues to windowing problems, to VSync and fullscreen issues… I wanted to give SDL 2.0 a shot, to see if it fares better.
  • Have more efficient music streaming. PC + Mac versions of FEZ used a C# Ogg Vorbis decoder called NVorbis, which seemed like a good idea because it would run on all platforms. I also wrote the streaming code that uses NVorbis and OpenAL, and it made its way into the main MonoGame repository! But it’s also very slow, resource-intensive and heavy on disk access. So I wanted to look into a better solution that wouldn’t break music playback in areas like puzzle rooms and the industrial world.
  • Have a single codebase for all PC + Mac versions of FEZ. As it stood with 1.11, there was a slightly modified codebase for Mac and Linux that ran on a weird hybrid of MonoGame and what would become FNA, called MG-SDL2. The PC version ran on my fork of MonoGame ~3.0 which I did not do a great job of keeping up to date with upstream changes, because when I did it usually broke in mysterious ways. This is not great for maintenance, and centralizing everything on a clean FNA back-end, with as little platform-specific code as I could, seemed like a good idea.
  • Make it the Last Update. Since I shipped FEZ 1.11 I had little intention of making additional fixes or features to the game because I simply don’t have the time with a kid and a fulltime job… and working on FEZ is getting old after 9 years. So I did want to address problems that people have with the game, but I don’t want to do it for the rest of my life. I had spent enough time away from the game that I was somewhat enthusiastic about coming back to it, especially if it’s at my pace, and that it’s my last time doing so.
So I didn’t announce anything, I didn’t announce a date, and I slowly chipped away at making this humongous update to FEZ. It’s been in beta-testing with an army of fans, speedrunners and friends since late January 2016 and over 120 bugs have been reported and fixed.

Below is the full change log for the patch. If you want to read more about what went into it, you can read more about it here.

If you have any problem with the game, the most reliable way to make something happen is to log a bug on the GitHub page for it : https://github.com/renaudbedard/fez-1.12-issues/

Thanks for sticking around, and hope it addresses your issues and motivates you to try the game one more time!

Renaud (@renaudbedard)


Major Features

- Switched to FNA/SDL2 from MonoGame, which removes dependencies to OpenTK, and should result in better compatibility
- Switched to libvorbisfile (instead of NVorbis) for music decoding, which results in better CPU performance of music decoding
- Music files are precached in RAM instead of streamed from HDD, to avoid disk thrashing which caused cuts and skips
- Game controller remapping has been rehauled and consolidated, now uniquely using SDL2's GameController API
- Native support for any refresh rate, and lower CPU usage when using V-Sync, thereby removing the need for related launch options
- Fully smooth rendering for any refresh rate, by using a mixture of variable timestep (for the camera and some entities) and fixed timestep interpolation (for Gomez)
- Scale mode options (full aspect, pixel-perfect or supersampling from nearest multiple of 720p)
- No more letterboxing or pillarboxing (black bars), unless omitting them would cause an aspect ratio mismatch for the screen/internal resolution combo

Minor Features

- Map previews in save menu
- Speedrun mode (--gotta-gomez-fast)
- OpenGL calls are now done on a single thread to avoid driver-specific issues and crashes during loading
- Added support for hardware geometry instancing for better rendering performance
- Button icons match PS3 and PS4 controller face buttons when connected
- Added PS4 light bar support for Linux
- VSync, lighting, Steamworks support, single-threaded mode, controller deadzone and no-pause-on-lost-focus can be customized from in-game menu instead of launch options
- Clouds fade during rotations in industrial world instead of popping in/out
- Gomez walks to NPCs when talking to them instead of warping at their position
- Talk animation for NPCs does not restart on successive dialogue lines
- Some scenes of the 32-cube end cutscene have received minor polishing touches
- Alt+Enter toggles fullscreen
- MSAA (multisample anti-aliasing) is tentatively supported, but hidden behind the --msaa-option launch option (because it generates some artifacts and blurriness in-game)
- Logger creates a new file for each run of the game, archives day-old (or more) logs to a zip file and cleans up month-old logs
- Change to view rotation limits : there's a limit to how fast you can rotate after 2 successive rotations, but you don't have to wait until the last rotation is completely finished

Bug Fixes

- Scripting fixes in 3D village to avoid a possible soft-lock
- Fix to handling of the waterfall code entry, which should be a lot more consistent now
- Fixes to the behavior of grabbing corner ledges, which prevents Gomez from clipping out of interior rooms
- Finishing the game with all cubes found unlocks all abilities
- Geezer will stand at the right spot in the 2D village no matter how fast you find him
- Glow-bit planes fade out on secret passage doors instead of Gomez clipping through them
- Zoom-through-the-sky level transitions with water are a bit less jarring
- "Solved puzzle" jingle no longer cuts off in the crypt level
- Fixed boiler room double-trigger of the secret resolved sound effect, and the camera becoming unconstrained
- Fixed wall village floating planes, NPCs and art objects
- Fixed that quick pause-unpause stopped music
- Fixed secret passage doors checking for input in the pause menu
- Fixed velocity lingering on as you attach to ladders, which made you attach too high on them
- Fixed that vines made Gomez hug walls while moving (climbing)
- Fixed issues with "impassable vines" where Gomez would clamp to them while trying to jump through vines
- Fixed the DOT dialogue soft-lock when getting the achievement cube in Gomez's house
- Fixed single-frame ground alignment vs. camera follow issue when landing and rotating at the same time
- Ladder and vine grab behavior is now smoother, no more timer that prevented jump-grab-jump movement chains
- Fixed activation of small warpgates, where it would falsely trigger when collecting 8 cube-bits nearby
- Fixed one-frame disappearance of vertically looping levels when rotating
- Changed how NPC rotation is handled so that they can never moonwalk
- Fix to collision tiles for windmill level
- Fixed culling issue with rotating level elements that caused disappearing vines
- Fixed issues with yaw-rotating spinblocks and ledge-grab actions
- Block puzzles no longer auto-solve themselves after changing save slots
- Security question and unfold puzzles will detect the solution without having to rotate one more time
- Removed check to collect cubes while in a warp gate transition to prevent cube duplication
- Fixed that DOT speech doesn't lock the player when she speaks right as you come from a pan-down "continue game" transition
- Nullified horizontal velocity when starting the "lower to straight ledge" action so you can't slide to the side and hold to thin air
- Fixed Gomez alignment when coming out of the sewer pipe
- Fixed the achievement (or map QR) anti-cube from short-circuiting level scripts that spawn and detect collection of anti-cubes based on input codes
- Fixed boiler room out-of-bounds
- Fixed issue with vibrating moving platforms and spawn points which made Gomez fall sometimes in the weightswitch puzzle room
- Slowed down thumbstick movement in world map
- Fixed areas where Gomez could fall forever in looping level
- Removed explosive block that would reappear after reentering mine level
- Fix for visual issue in industrial city star layers
- Fix for crash in world map on Iris Pro GPUs
- Water-level-changing sound now triggers on the first rotation of a water-raising/lowering valve
- Allow stereoscopy on all saves if one save has it
- Fix for ghosts objects (e.g. duplicated moving platforms) when closing the map and after rotations
- Fixes to visual clarity in QUANTUM level (cleaner radius around Gomez)
- Fixed puzzle skip for the tombstone puzzle and the 4-side puzzle
- Fixed chest anticube duplication exploit
- Fixed water height inconsistencies
- Removed floating invisible block in QUANTUM level
- Fixed camera unlocking issue in zu school
- Fixed spacing around numbers in french localization text
- Fixed water first-person transition glitches
- Disabled achievement option if overlay is disabled
- Fixed possible soft-lock when changing to first-person view in front of a tombstone, valve or timeswitch
- Desktop display resolution used on first run instead of imposing 720p
- Sound muted when "pause on lost focus" option is on, and focus is lost
- Fixed alignment of Gomez's sprite when jumping with a bomb
- Fix for falling through platforms in background mode
- Grabbing to push crates no longer allowed when in background mode, since it causes weird visual issues
- Fixed clipping through bombs in background mode
- Entering "tunnels" by pressing up in a tunnel opening can no longer be triggered when Gomez is in background mode
- Fixed a bug on respawn where the player would be appear to float in mid-air after rotating
- Gomez's Z position is now more stable/predictable when he is sandwiched between two walls
- Fixed situtations where Gomez would end up in the background after being adjusted to a ground position when rotating while overlapping a wall in an alcove (that's a mouthful)
- Fixed situations where Gomez could wrap around ledges that weren't visible from the camera
- Fixed respawn glitch that occured when last safe position was a ledge grab, and could cause Gomez to warp behind objects

Known Issues

- Some Intel integrated GPU/drivers have an issue maintaining 60fps when VSync is enabled and might fall back to 30fps after moving from one area to another. The workaround is to disable VSync, or try updating to a newer driver (see : https://github.com/renaudbedard/fez-1.12-issues/issues/113 )
- Since the game now uses SDL 2.0's DESKTOP_FULLSCREEN mode, there is no exclusive fullscreen mode supported and the game always assumes a presentation buffer that matches the screen's native resolution. This means that screenshots and video capture will use the screen's native resolution, whichever internal resolution the game is set to with video settings. (this is more of a "heads-up" than an issue since it will not be addressed)
- PS3 controller not natively supported under Windows, unless you use 3rd party drivers and then you're on your own

124 comentários Ler mais


"O Fez é alegre. [...] Há muito a dizer por um jogo que consegue fazer com que uma mulher crescida grite de alegria várias vezes numa partida (especialmente um jogo que não tenha a Hello Kitty como personagem principal). Em suma, vale totalmente a longa espera pelo Fez. Joga-o, e desafio-te a não sorrires."
100% – Joystiq

"O estilo artístico do jogo, a sua mecânica de mudança de perspetivas, o seu aspeto nostálgico da era 16-bit e o seu ambiente encantadoramente misterioso existem numa harmonia total e fazem uma afirmação única e deliberada."
10/10 – Eurogamer

"A soma do design inteligente de níveis, da mecânica de perspetivas, de um número massivo de etapas e locais secretos, e do seu estilo artístico incrível faz com que seja muito mais do que um elogio aos jogos da velha guarda. Fez é um jogo apaixonado por jogos."
9.5/10 – http://ca.ign.com/articles/2012/04/11/fez-review

Acerca deste jogo

Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives. Explore a serene and beautiful open-ended world full of secrets, puzzles and hidden treasures. Unearth the mysteries of the past and discover the truth about reality and perception. Change your perspective and look at the world in a different way.

Requisitos do Sistema

Mac OS X
SteamOS + Linux
    • OS:Windows XP SP3 (for Version 1.11, accessible through the 'Betas' tab)
    • Processor:Intel Core 2 Duo 2.8Ghz or equivalent
    • Memory:2 GB RAM
    • Graphics:2nd Generation Intel Core HD Graphics (2000/3000), or dedicated GPU with OpenGL 3.0 Support
    • Hard Drive:500 MB HD space
    • Sound:OpenAL-compatible
    • Additional:See https://getsatisfaction.com/polytron/topics/support_for_intel_integrated_graphics_hardware for details on Intel HD Graphics support, not all models are supported. Latest graphics drivers are required to maximize OpenGL feature compatibility.
    OS: Snow Leopard 10.6.8, Lion strongly recommended, 32/64-bit
    CPU: Intel Core 2 Duo 2.8GHz or equivalent
    Memory: 2GB RAM
    Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    Hard Drive: 1GB HD space
    Notes: Intel Integrated Graphics (excluding HD and Iris series) WILL NOT WORK WITH FEZ.
    OS: glibc 2.15+, 32/64-bit. S3TC is NOT required.
    CPU: Intel Core 2 Duo 2.8GHz or equivalent
    Memory: 2GB RAM
    Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    Hard Drive: 1GB HD space
    Notes: Intel Integrated Graphics (excluding HD and Iris series) WILL NOT WORK WITH FEZ.
Análises de clientes
Sistema de análises de clientes atualizado a setembro de 2016! Mais informações
Muito positivas (49 análises)
No geral:
Muito positivas (8,311 análises)
Tipo de análise

Tipo de compra



(o que é isto?)
39 análises correspondem aos filtros acima ( Positivas)
Análises mais úteis  No geral
9 de 10 pessoas (90%) acharam esta análise útil
6.5 hrs em registo
Publicada: 1 de Dezembro de 2013
Começando a jogar agora e, de cara, superou expectativas. Já estou recomendando! Pela arte gráfica e animação, pela jogabilidade, pela trilha sonora super afinada, principalmente pela inteligência da sua mecânica. Também pela sensibilidade em fazer um jogo muito bonito, amigável, gostoso de vasculhar. Um diferencial em meio a tanto tiroteio e violência!
Achaste esta análise útil? Sim Não Engraçada
5 de 5 pessoas (100%) acharam esta análise útil
6.9 hrs em registo
Publicada: 16 de Junho de 2014
Jogo incrível! fascinante... com uma mecânica diferente e incrível. Cenários, ambientação, musica... etc
Só jogando para saber, compre que vale muito a pena!
Achaste esta análise útil? Sim Não Engraçada
2 de 2 pessoas (100%) acharam esta análise útil
9.8 hrs em registo
Publicada: 20 de Junho de 2014
Um dos joguinhos mais lindos e fofos do mundo. Uhh, porém, seus secrets são muito impossiveis.
Achaste esta análise útil? Sim Não Engraçada
2 de 2 pessoas (100%) acharam esta análise útil
15.5 hrs em registo
Publicada: 5 de Julho de 2014
Recomendado sem dúvida!
Achaste esta análise útil? Sim Não Engraçada
1 de 1 pessoas (100%) acharam esta análise útil
5.9 hrs em registo
Publicada: 25 de Junho
Time well spent!

Achaste esta análise útil? Sim Não Engraçada
10.7 hrs em registo
Publicada: 27 de Dezembro de 2013
Simply awesome!
Achaste esta análise útil? Sim Não Engraçada
7.9 hrs em registo
Publicada: 20 de Dezembro de 2013
Um dos melhores jogos de plataformas dos últimos tempos! Cheio de contéudo, muito para explorar, códigos para decifrar... um verdadeiro Universo a conhecer.
Achaste esta análise útil? Sim Não Engraçada
8.7 hrs em registo
Publicada: 18 de Dezembro de 2013
Só pela pixel arte já vale jogar. Quem gosta de jogos de plataforma vai gostar muito.
Achaste esta análise útil? Sim Não Engraçada
Não recomendado
0.3 hrs em registo
Publicada: 21 de Dezembro de 2013
eu n consigo jogar a ♥♥♥♥♥ do jogo eu quero reembouso
Achaste esta análise útil? Sim Não Engraçada
0.8 hrs em registo
Publicada: 2 de Dezembro de 2013
Recomendo, horas de diversão!
Achaste esta análise útil? Sim Não Engraçada
Publicadas recentemente
7.3 hrs
Publicada: 4 de Setembro
4.2 hrs
Publicada: 26 de Julho
Muito imersivo, a trilha sonora é sensacional, bom para quando se quer distrair - apesar de ter que quebrar a cabeça pra resolver alguns puzzles, mas ainda sim é um jogo bem relaxante.
16.1 hrs
Publicada: 18 de Novembro de 2015
Redefined the platform genre and still got a cool pair of 3D glasses in the end!

10/10 would play in 3D

... still, some puzzles are ridiculously dificult, though...
5.9 hrs
Publicada: 5 de Julho de 2015
Bom jogo, trabalha bem a mente! :D
19.7 hrs
Publicada: 16 de Junho de 2015
O que dizer desse joguin que mal joguei e já considero pakas?

FEZ é um jogo muito divertido que te prende por várias horas sem enjoar. Recomendo.
3.4 hrs
Publicada: 13 de Abril de 2015
hey man i just play the game and i just see your movie about the work you ad doing the game.
really nice work, the game its very good. the graphics are awesome even just for a indie game.
Keep doing games Xp
Vood Vame
9.7 hrs
Publicada: 6 de Fevereiro de 2015
Nunca tinha visto um jogo parecido, 100% original. O jogo faz uma jogada do 2D com o 3D incrível. O que você vê é uma tela 2D onde você pode girar ela, mudar a perspectiva, criando um mundo 3d muito grande. O jogo tem vários Puzzles e é bastante divertido e desafiador, principalmente se você quiser completa-lo 100%. Não é um jogo hardcore, é bem casual, sente-se jogue e relaxe que vale a pena!
Cristiano Ronaldo
5.9 hrs
Publicada: 25 de Janeiro de 2015
Best indie game made by a monkey with no brains. ♥♥♥♥ you, Phil.
But seriously, play this game, it's awesome!
6.9 hrs
Publicada: 11 de Janeiro de 2015
Um dos mais belos jogos que tive o prazer de jogar. A forma como foi imaginado é incrível, a história é fantástica e o desenho belíssimo. E é um jogo desafiante, que leva o jogador a combinar as suas diferentes habilidades de jogo como a lógica, bons reflexos, bom sentido de orientação e de espaço e por vezes um pouco de paciência. Recomendo vivamente a todo o tipo de jogadores, mas especialmente aos que gostam de desafios cerebrais, de lógica espacial.