Aug 18, 2016
FEZ - renaudbedard
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
Aug 18, 2016
FEZ - renaudbedard
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
Jun 23, 2014
FEZ - renaudbedard
Hey there!

Right on time (sort of) for the Summer Sale, here's a juicy update for FEZ. The Windows version is the first to update, Ethan is working on the Mac and Linux updates as I type this; shouldn't take more than a day.

Without further ado, here's the changelog :

  • Screen will no longer pillarbox, only letterbox, whichever resolution is chosen. This enables arbitrarily wide resolutions (multi-monitor)
  • Added borderless fullscreen toggle in video settings menu (workaround for AMD flickering bug)
  • Added power saving mode (-ps), also accessible through Launch Options dialog. This mode may make the game run at a slightly lower framerate than your hardware is capable, but significantly reduces CPU usage, which makes it preferrable on laptops or hardware susceptible to thermal throttling
  • Fixed rare case where waterfall would never open
  • Added fix for old savefiles with the telescope double-item spawn glitch
  • Sound effect volume now affects map navigation sound effects
  • Added additionalDeadzone entry to settings file, and made gamepad thumbstick deadzone wider by default
  • Separated X and Y look invert based on player feedback (old option affects both on first run)
  • Removed OptimusFix from Steam launch script, since it caused more problems than it fixed
  • Merged in new version of music streaming library which should lead to better performance
  • Music streaming CPU usage fix applied to Mac and Linux versions as well
  • Garbage-textured blocks no longer rendered in perspective view
  • Fixed credits entries
  • Clock tower level has more permissive fall damage
  • Traversing levels downwards with flying cheat is easier
  • Fixed bright edges on some 3D art objects
  • Fixed minor collision issues

The "power saving" mode is not enabled by default, it's a Launch Option, though I highly recommend you try it out. You may drop a frame or two, but in combination with V-Sync, I think it's the nicest way to play the game right now.

It's not a small patch; let me know in the GetSatisfaction support forum if something broke. It's been tested pretty thoroughly though.

Enjoy!
Renaud / Polytron
Jun 23, 2014
FEZ - renaudbedard
Hey there!

Right on time (sort of) for the Summer Sale, here's a juicy update for FEZ. The Windows version is the first to update, Ethan is working on the Mac and Linux updates as I type this; shouldn't take more than a day.

Without further ado, here's the changelog :

  • Screen will no longer pillarbox, only letterbox, whichever resolution is chosen. This enables arbitrarily wide resolutions (multi-monitor)
  • Added borderless fullscreen toggle in video settings menu (workaround for AMD flickering bug)
  • Added power saving mode (-ps), also accessible through Launch Options dialog. This mode may make the game run at a slightly lower framerate than your hardware is capable, but significantly reduces CPU usage, which makes it preferrable on laptops or hardware susceptible to thermal throttling
  • Fixed rare case where waterfall would never open
  • Added fix for old savefiles with the telescope double-item spawn glitch
  • Sound effect volume now affects map navigation sound effects
  • Added additionalDeadzone entry to settings file, and made gamepad thumbstick deadzone wider by default
  • Separated X and Y look invert based on player feedback (old option affects both on first run)
  • Removed OptimusFix from Steam launch script, since it caused more problems than it fixed
  • Merged in new version of music streaming library which should lead to better performance
  • Music streaming CPU usage fix applied to Mac and Linux versions as well
  • Garbage-textured blocks no longer rendered in perspective view
  • Fixed credits entries
  • Clock tower level has more permissive fall damage
  • Traversing levels downwards with flying cheat is easier
  • Fixed bright edges on some 3D art objects
  • Fixed minor collision issues

The "power saving" mode is not enabled by default, it's a Launch Option, though I highly recommend you try it out. You may drop a frame or two, but in combination with V-Sync, I think it's the nicest way to play the game right now.

It's not a small patch; let me know in the GetSatisfaction support forum if something broke. It's been tested pretty thoroughly though.

Enjoy!
Renaud / Polytron
FEZ - renaudbedard
Hi!
1.09 and 1.10 rolled out within the last 7 days, here are the release notes if you missed them :

1.10
  • Fix issue with Gomez being launched in the air in the connective rails industrial level
  • Removed stray collision tile in bell tower level
  • Added launch option for the game not to pause when exiting focus state
  • Fix issues with disabling Steamworks via the launch option (since 1.09)
  • Fix for issue with brightness control and the CMY cave (since 1.09)
  • Fixed intermittent hang while loading the final cutscene (since 1.08)
1.09
  • Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
  • Added brightness control in video options
  • Fixed that secret passages would lead to the wrong destination door in some circumstances
  • Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
  • Fixed a crash that occurred when using the "flying" code during a warpgate transition
  • First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
  • Gomez looks the right way when looking around with mouse drag
  • Back, Jump and Start keys now exit first-person view
  • Fixed that the credits would jump forwards in 720p and 1080p since 1.08
  • Fixed that the sky clouds would randomly appear too dark since 1.08
  • Fixed that the "Talk/Back" button on controllers would stop working after exiting the Steam overlay
  • Added an "Achievements" menu option for the Steam build
  • An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
  • An error message will pop-up if the XInput DLL is missing due to bad install of redistributables
  • Miscellaneous CPU-wise optimizations
  • Fixed and tweaked leaderboard navigation
  • Clicking on a leaderboard entry will open the Steam overlay to that user's page

As a reminder, the best place to get timely support is on the official support site on GetSatisfaction : https://getsatisfaction.com/polytron

And in case you've been living under a rock since last week, FEZ is part of the Humble Indie Bundle 9 (alongside Trine 2, FTL, Brütal Legend, Mark of the Ninja and Eets Munchies!) and is now available on Mac and Linux through SteamPlay! That means if you've already bought the game for Windows, you may now play on Mac and Linux machines with the same license.
http://humblebundle.com

Cheers!
FEZ - renaudbedard
Hi!
1.09 and 1.10 rolled out within the last 7 days, here are the release notes if you missed them :

1.10
  • Fix issue with Gomez being launched in the air in the connective rails industrial level
  • Removed stray collision tile in bell tower level
  • Added launch option for the game not to pause when exiting focus state
  • Fix issues with disabling Steamworks via the launch option (since 1.09)
  • Fix for issue with brightness control and the CMY cave (since 1.09)
  • Fixed intermittent hang while loading the final cutscene (since 1.08)
1.09
  • Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
  • Added brightness control in video options
  • Fixed that secret passages would lead to the wrong destination door in some circumstances
  • Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
  • Fixed a crash that occurred when using the "flying" code during a warpgate transition
  • First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
  • Gomez looks the right way when looking around with mouse drag
  • Back, Jump and Start keys now exit first-person view
  • Fixed that the credits would jump forwards in 720p and 1080p since 1.08
  • Fixed that the sky clouds would randomly appear too dark since 1.08
  • Fixed that the "Talk/Back" button on controllers would stop working after exiting the Steam overlay
  • Added an "Achievements" menu option for the Steam build
  • An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
  • An error message will pop-up if the XInput DLL is missing due to bad install of redistributables
  • Miscellaneous CPU-wise optimizations
  • Fixed and tweaked leaderboard navigation
  • Clicking on a leaderboard entry will open the Steam overlay to that user's page

As a reminder, the best place to get timely support is on the official support site on GetSatisfaction : https://getsatisfaction.com/polytron

And in case you've been living under a rock since last week, FEZ is part of the Humble Indie Bundle 9 (alongside Trine 2, FTL, Brütal Legend, Mark of the Ninja and Eets Munchies!) and is now available on Mac and Linux through SteamPlay! That means if you've already bought the game for Windows, you may now play on Mac and Linux machines with the same license.
http://humblebundle.com

Cheers!
Aug 9, 2013
FEZ - renaudbedard
Hey! Somehow I never posted any update on here. Mea culpa.
You can see patch notes from earlier versions on our support page on GetSatisfaction : https://getsatisfaction.com/polytron/updates/recent

Anywho, here are the changes in v1.08, which just went live minutes ago :

- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting
- Added a --no-lighting launch options (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs
- The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!)
- 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well
- Tentative fix for Framebuffer Object errors on Intel and AMD hardware
- Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well
- Fixed the long-jump exploit that used the turn-around animation
- Fixed visual glitch when entering a door right after jumping
- Secret codes can no longer be input during level transitions, which could cause issues
- When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning
- No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On
- Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience)
- Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to)
- Fixed that faraway places would show up on top of water in some circumstances
- Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game"
- Fixed that geysers tiling would break up at the top
- Credits now align correctly in 1080p
- Fixed threading-related hitch/framedrop when rotating on slower CPUs
- Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information
- Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience.
- Controls screen no longer lets you remap two actions on the same key
- Menus and intro react appropriately to remapped "escape" and "enter" keys
- UI keyboard mappings that used to be forced are now remappable via the settings file
- Fixed crash in main menu after loading save file related to leaderboards handling

As always, please use our GetSatisfaction support page to report and track issues you have with the game, it's by far the best tool at our disposal.

Thanks, and enjoy!
Aug 9, 2013
FEZ - renaudbedard
Hey! Somehow I never posted any update on here. Mea culpa.
You can see patch notes from earlier versions on our support page on GetSatisfaction : https://getsatisfaction.com/polytron/updates/recent

Anywho, here are the changes in v1.08, which just went live minutes ago :

- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting
- Added a --no-lighting launch options (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs
- The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!)
- 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well
- Tentative fix for Framebuffer Object errors on Intel and AMD hardware
- Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well
- Fixed the long-jump exploit that used the turn-around animation
- Fixed visual glitch when entering a door right after jumping
- Secret codes can no longer be input during level transitions, which could cause issues
- When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning
- No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On
- Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience)
- Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to)
- Fixed that faraway places would show up on top of water in some circumstances
- Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game"
- Fixed that geysers tiling would break up at the top
- Credits now align correctly in 1080p
- Fixed threading-related hitch/framedrop when rotating on slower CPUs
- Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information
- Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience.
- Controls screen no longer lets you remap two actions on the same key
- Menus and intro react appropriately to remapped "escape" and "enter" keys
- UI keyboard mappings that used to be forced are now remappable via the settings file
- Fixed crash in main menu after loading save file related to leaderboards handling

As always, please use our GetSatisfaction support page to report and track issues you have with the game, it's by far the best tool at our disposal.

Thanks, and enjoy!
...

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