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.
User reviews:
Very Positive (93 reviews) - 93% of the 93 user reviews in the last 30 days are positive.
Very Positive (8,498 reviews) - 91% of the 8,498 user reviews for this game are positive.
Release Date: May 1, 2013

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Recent updates View all (4)

August 18

FEZ 1.12

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

116 comments Read more


"Fez is joyful. [...] There's a lot to be said for a game that can make a grown woman squeal with glee dozens of times in a playthrough (especially a game that doesn't star Hello Kitty). In short, the long wait for Fez is entirely worth it. Play it, and I dare you not to smile."
100% – Joystiq

"The game's unique artwork, its perspective-shift mechanic, its nostalgia for the 16-bit years and its bewitchingly strange setting all exist in total harmony and make a single, deliberate statement."
10/10 – Eurogamer

"The sum of Fez’s intelligent level designs, perception mechanic, massive number of stages and secrets, and incredible art is so much more than just a shout-out to old-school gaming. Fez is a game in love with games."
9.5/10 – http://ca.ign.com/articles/2012/04/11/fez-review

About This Game

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.

System Requirements

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.
Customer reviews
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Very Positive (93 reviews)
Very Positive (8,498 reviews)
Recently Posted
10.4 hrs
Posted: August 29
FEZ is a 2D Platformer with a heavy emphisis on puzzle solvong. And I mean HEAVY. I'll get to the heavy part later. This game has one main gimmick--rotation. Rotating the area left and right allows you to reach places you couldn't before. This change in perspective really makes for some clever puzzle solving. However, that also means you must rethink puzzle solving from this perspective. It can get tricky sometimes, but it makes for a good brain teaser.

Earlier, I said that there is a heavy emphisis on puzzle solving. There are 64 cubes to get in total. although you can finish the game with just 32. Some cubes, such as Anti-cubes, require more effort to obtain. But these puzzles are very hard and even involve the use of tetrominoes, button combinations and even deciphering codes. This aspect of the game turned me off a bit. There's no doubt that some people will enjoy this aspect of FEZ, but I frankly didn't find having to remember codes and button commands all that intuitive. So fair warning--if you DO plan on 100%'ing this game, it may take you a lot of work. But these sections aren't required to complete at all, so you only need to focus on getting gold cubes. I have other nitpicks, such as a somewhat confusing map. There's also no option to fast travel to areas, so backtracking may prove to be an issue to those who aren't a fan of that type of thing.

You know, Phil Fish is, by all accounts, a massive ♥♥♥, but he's created a real work of art here. Many people (even me at one point) decided not to even touch this game because of the creator's pretentious attitude. But you know, I've learned to separate the art from the artist, and I don't think a creative work should suffer because of the one creating it. I really did enjoy FEZ a lot. It's a wonderful little indie game with some of the most creative concepts I've seen in years.
Helpful? Yes No Funny
Will The Kill
5.5 hrs
Posted: August 28
FEZ is a well-designed platformer with emphasis on puzzle solving and, well, platforming. It's simple, but the ability to rotate the level can make navigating areas trickier than it seems. The narrative takes a bit of a backseat here, as the storytelling is done via short text and dialogue, but the gameplay holds up well enough for me to recommend this.

If you're into going for 100% completion, there are different endings depending on if you found all the cubes or not. There's a lot of secrets and trickery required to go for it - well beyond the length required for me to play it personally. Having said that, I still got my money's worth especially through a sale (this came via a HB I bought a few years ago).
Helpful? Yes No Funny
Dr Ed Elcott
3.3 hrs
Posted: August 28
Incredibly fun game, I swear i'll finish it one day. Phil might be pretentious, but at least his game delivers.
Helpful? Yes No Funny
Cousin Eddie
13.2 hrs
Posted: August 28
great fun
Helpful? Yes No Funny
2.9 hrs
Posted: August 28
Do you like puzzles?
I mean, love puzzles.
No puzzle was ever good enough for you.
Well, now you have this.
This game is a puzzle in a puzzle in a puzzle, with other puzzles in puzzles.
It's a "fun" game, but man... way too many puzzles.
Helpful? Yes No Funny
J'Mar DeDos El Medio
1.9 hrs
Posted: August 27
This game is beautful. I've owned it forever but never played it. Finally started it up yesterday and so far I am very impressed. It's somewhere between Talos Principle and Super Meat Boy in my mind. I love it. It's my new indie obsession. I didn't play until I watched Indie Game the movie but to be honest I don't like Phil Fish very much. He seems very spoiled and self centered and insecure. But I LOVE his game. I can see the OCD and bipolar shine through his artwork. He may not be a cool guy imho but he is a wonderful artist and designer. I'm kinda glad I waited until the final patch was released because I've yet to experience ANY bugs. It feels like I'm playing a polished piece of art. And it is. Definitely a 10/10 and I don't do number reviews.
Helpful? Yes No Funny
31.5 hrs
Posted: August 27
Oh, FEZ, how I enjoyed you. FEZ is as unique a game as games can be unique. It's remarkably straight-forward, yet deceptively obtuse. What it does so elegantly is entwine these opposites; descriptive, yet cryptic; silly, yet austere; easy, yet hard.

Play FEZ, embrace FEZ, be apart of FEZ.

Helpful? Yes No Funny
12.4 hrs
Posted: August 27
Helpful? Yes No Funny
3.4 hrs
Posted: August 26
Fun puzzle game for a while then realize its not worth $10 it feels more like a phone game thats worth maybe 0.99
Helpful? Yes No Funny
10.8 hrs
Posted: August 25
Whatever you think about Phil Fish, you have to admit - he created a great game
Maybe not the most perfect, but it was still very enjoyable
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
15 of 15 people (100%) found this review helpful
1.9 hrs on record
Posted: August 7
There are nearly no games that make you shed a tear after you see the beauty of it's world. And i will stand by the opinion that this game, in comparison to many next gen games, surpasses world design by miles. This game is captivating, very few games have the ability to be so simplistic yet so beautiful at the same time. I give a standing ovation to the developer(s). 10/10 - I will love this game forever.
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10 of 11 people (91%) found this review helpful
21.4 hrs on record
Posted: August 6
What a great game! As a casual game, this game did everything right. The puzzles were interesting, the visuals were stunning, the gameplay was fluid, and the experience was grand. I'm blown away this was designed by such a small team. Really wish a sequel would have been made.
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5 of 5 people (100%) found this review helpful
1 person found this review funny
11.4 hrs on record
Posted: August 19
Welcome back readers. Today, I'll be taking a look at FEZ, a nifty little puzzle platformer.

At first glance, FEZ may look a bit like your basic, textbook, retro platformer. However, just like a crunchy horse egg hides its delicious contents inside the shell, FEZ is hiding a few dynamic differences that seperates itself from the others. The most obvious of these is FEZ's most CRITICAL mechanic; rotating the screen. This distinct ability turns a simple 2-D world into a juicier 2-D world with 4 different perspectives. It is very similar to an aspring chef learning that pepperonis, which he once thought to be a very bland meat, can be topped upon a delcious PIZZA, making an entirely new combination. This is a game changer folks.

Throughout your FEZ journey you will attempt to locate 32 GOLDEN power cubes. In order to do this you will be required to utilize the perspective changing rotation ability to traverse through the world. I found this style of gameplay to be enjoyable and unique. The platforming, the puzzles, the style, the music, ALL of this impressed me quite a bit. Very fun, very juicy.

There are times when the game seemed a little overwhelming to me. I would enter a new area only to find 4 different paths to take, and then even 4 more waiting for me in the next area! Imagine yourself eating a delicious, chunky cheese enchilada and before you can finish eating it, another is set down on your plate. My preference of exploring everything before moving on was severely tested, but you will, eventually, find the end of a path and you can begin backtracking and completing the entire section, so all is well.

The other part of the game is where FEZ turns from a tried and true apple pie crust recipe into an unusual and seldomly-seen bacon and cheese macaroni bowl. In order to find the 32 Anti-Cubes scattered throughout the FEZ world, you have to complete hidden tasks that are hinted at with symbols, visual cues, and even sounds. If you want to complete everything without using a guide, you'll have to learn to decipher the game's hidden languages and you'll be writing stuff down on papers outside the game. It is a very unique experience that is not for everyone, but as someone who has never played something like this before, I found myself oddly enthralled by it just like when I tried the Seaside Shrimp Trio for the first time at the Red Lobster.

For those looking for a puzzle platformer with a unique spin, FEZ is a great pick. But if you go even deeper into it, you may find that you enjoy the BRUTALLY challenging scavenger hunt that FEZ offers for those that try to collect the Anti-Cubes. Both sections of the game are one-handed windmill dunks if you ask me.

I award FEZ the official title of "Baboon Chieftain". Thank you for reading this review.
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1 of 1 people (100%) found this review helpful
1.3 hrs on record
Posted: August 22
Great casual game 4D...4 freaking D.. i dunno what to think about it except..AWESOME :D...you will love this game if you enjoy puzzles and classic side scrollers
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1 of 2 people (50%) found this review helpful
16.7 hrs on record
Posted: August 17
Fez is a great game that harkens back to the 8 and 16 bit era platformers, but comes with an interesting twist. The game is 2D however it takes place in a 3D world so there are many different angles to each level. In order to complete each level you must change your view of the world in order to solve puzzles, bridge gaps, and scale towers and walls. It really adds a fun game mechanic to a genre that was getting pretty stale. For completionists, beware this game has a lot of unbelievably crazy secret levels and areas that are almost impossible to stumble upon on your own so you may need to seek help in the forums.

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2 of 4 people (50%) found this review helpful
2 people found this review funny
4.7 hrs on record
Posted: August 1
2 hours and im so intrigued I forgot what i was even doing
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
19.9 hrs on record
Posted: August 12
Easily has a place among some of the greatest games of all time. Legend of Zelda status. At face value it looks and plays like a casual indie game, however, do not be fooled. It is a very cerebral game that, at times, is so difficult it leaves the realm of fun and goes beyond the outer limits of hardmode. This can be avoided if you ignore the urge to find every single 420Illuninatiblazeit easter egg...good luck.
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Most Helpful Reviews  Overall
735 of 1,005 people (73%) found this review helpful
338 people found this review funny
22.5 hrs on record
Posted: October 31, 2014
F*ck Phil

Nice game tho
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508 of 704 people (72%) found this review helpful
15.9 hrs on record
Posted: September 21, 2013
Fez is Phil Fish's stupendous indie tour-de-force, focussing on a little dude who learns to conquer the world of 3D!

Fez is incredibly addictive and pleasant to play. As Phil himself states in Indie Game: The Movie, it's a stop and smell the flowers kind of game. I spent 15 hours fully completing this game and loved every minute of it. Genuinely one of my favourite games ever.

There's puzzling, platforming and cute quirks everywhere. A wonderful and fun game for everyone. Wanna enjoy the experience even more? Watch Indie Game The Movie before playing and appreciate the amount of time and effort put into this wonderful creation.

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131 of 167 people (78%) found this review helpful
7 people found this review funny
2.4 hrs on record
Posted: December 23, 2014
Ok, I'd like to start off saying that reviews should about the game, not the creator. Yes, Phil Fish was quite nasty after making this game, but the game itself I believe is true art.

What I love about this game is its non-linear gameplay style. At the beginning, you explore your village, find a hat that gives you powers, and then it tells you, "There are 64 things to collect. Go find them." At first, I hated this. "You want me to collect 64 collectibles without any sense of direction? This game sucks." But then, I realized the game's true beauty. Exploration. You go into a door, you don't know what will be behind it. It could be one of the 64 collectibles, a puzzle, a chest, a secret, anything is possible. And that, is why I recommend FEZ to anyone who loved games like Zelda: Windwaker, people who love to explore.
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