
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 16.3Kreviews | 93% | — | $3.2M |
| $12.99 | 46.9Kratings | 85% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
旧游补评 61 游玩时期:2018&26 神作
无聊的视角变换平台跳跃物品收集,跳跃手感奇怪
*clears throat* *puts on sunglasses* call this game mashed the way its a banger
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Italian, Korean, Spanish - Spain, Traditional Chinese, Japanese, Portuguese - Portugal
Hours played at review time, across 856 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolument formidable
Its not just any puzzle game, when you first start you think "huh, neat idea" and then you get towards the end of the game and think "huh, this is hell on earth"
While the creator of Fez got himself into quite a bit of hot water in the world of game development, Fez does remain a personal favorite of mine (so much so, that when I came to PC from console, I knew it had to be in my library). Fez is one of the most unique and memorable indie games I’ve ever played. The art style is absolutely beautiful, with charming pixel graphics and a world that feels peaceful, mysterious, and alive at the same time. The rotating perspective mechanic is incredibly creative and makes exploration and puzzle-solving feel fresh the entire way through. What really stood out to me was the atmosphere. The soundtrack is amazing and perfectly matches the relaxing but curious feeling of exploring the world. Instead of rushing you, the game encourages you to slow down, look closely, and appreciate all the little details hidden everywhere. Some of the puzzles are genuinely mind-blowing, especially later in the game, but solving them feels incredibly rewarding. Even when I was confused, I still wanted to keep exploring because the world itself was so interesting. Fez is the kind of game that sticks with you long after you finish it. If you enjoy puzzle games, exploration, or creative indie games with personality, this is absolutely worth playing.
[h1]━━ PREMIÈRES IMPRESSIONS ━━[/h1] [b]FEZ[/b] est un jeu indépendant devenu culte au fil des années, principalement grâce à son concept de rotation entre la 2D et la 3D ainsi qu’à sa direction artistique rétro particulièrement marquante. Depuis longtemps, j’avais envie de découvrir ce titre dont on entend souvent parler comme d’une expérience incontournable du jeu indépendant. Malheureusement, malgré une vraie curiosité et l’envie d’aimer le jeu, la magie n’a pas vraiment opéré de mon côté. Je m’attendais à une aventure plus riche, plus marquante et peut-être plus profonde dans sa narration comme dans ses mécaniques. Le jeu possède clairement une identité forte, mais le décalage entre mes attentes et ce qu’il propose réellement a rendu l’expérience plus difficile à apprécier. [h1]━━ ANALYSE ━━[/h1] [h2]▶ Gameplay[/h2] Le cœur du gameplay repose sur une idée très originale : faire pivoter les décors afin de transformer la perception des environnements en mélangeant 2D et 3D. Sur le principe, c’est brillant et particulièrement ingénieux, surtout pour l’époque. Certaines énigmes jouent intelligemment avec cette mécanique et procurent un vrai sentiment de découverte. Cependant, malgré ce concept fort, je n’ai pas réussi à rester captivé sur la durée. L’exploration peut parfois sembler lente et certaines phases donnent davantage l’impression d’errer que de réellement progresser. Le jeu demande également beaucoup d’observation et d’interprétation, ce qui peut soit fasciner, soit perdre complètement certains joueurs selon leur sensibilité. [h2]▶ Univers & narration[/h2] L’univers de [b]FEZ[/b] possède un charme indéniable. Son esthétique pixel art fonctionne très bien et dégage une ambiance douce, mystérieuse et contemplative. On ressent immédiatement l’influence des jeux rétro dans sa construction visuelle et sonore. En revanche, ceux qui recherchent une histoire très développée ou une narration forte risquent d’être un peu déçus. Le jeu mise davantage sur l’ambiance, l’interprétation et le mystère que sur un véritable récit structuré. Personnellement, je m’attendais à quelque chose de plus marquant narrativement. [h2]▶ Technique & audio[/h2] Techniquement, le jeu reste propre et stable malgré son âge. La direction artistique rétro est clairement son plus grand point fort et participe énormément à son identité. Les environnements sont agréables à parcourir et certains panoramas restent mémorables. La bande-son accompagne parfaitement cette atmosphère contemplative avec des musiques calmes et immersives qui renforcent le côté mystérieux de l’aventure. [h1]━━ CONCLUSION ━━[/h1] [b]FEZ[/b] reste un jeu créatif et important dans l’histoire du jeu indépendant, notamment grâce à son concept unique et sa direction artistique réussie. Je comprends totalement pourquoi il a marqué autant de joueurs et pourquoi il possède aujourd’hui un statut culte. Malheureusement, de mon côté, l’expérience n’a pas réussi à me captiver autant que je l’espérais. Ce n’est pas un mauvais jeu, loin de là, mais simplement un titre avec lequel le feeling n’est jamais vraiment passé. Mes attentes étaient probablement trop élevées après toutes ces années à entendre parler du jeu. [h1]━━ POINTS POSITIFS ━━[/h1] [list] [*][b]Direction artistique rétro très réussie[/b] [*][b]Concept original mêlant exploration 2D et rotation 3D[/b] [*][b]Ambiance calme et mystérieuse agréable[/b] [*][b]Bande-son immersive et apaisante[/b] [*][b]Titre marquant de la scène indépendante[/b] [/list] [h1]━━ POINTS NÉGATIFS ━━[/h1] [list] [*][b]Gameplay qui peut devenir répétitif sur la durée[/b] [*][b]Exploration parfois confuse ou peu guidée[/b] [*][b]Narration très minimaliste[/b] [*][b]Expérience qui peut décevoir avec des attentes trop élevées[/b] [/list]
Купил эту игру в 2013. Прошёл в 2025. Да уж, я умею откладывать "на потом"! Благо за 12 лет игра не стала хуже, а даже наоборот. По жанру у нас это метроидвания, построенная исключительно на загадках. Поначалу, загадки казались не такими сложными. Но когда я игру прошёл на первый раз и начал искать синие кубы - вот тогда пришлось и голову напрячь, и даже в прохождение заглянуть (загадка с циферблатом). Годно.
FEZ destruiu meu ego. Jogar ele do inicio até os 64 cubos foi a experiência mais frustrante, estressante, mas também, a que mais tive que aprendizado em um jogo de puzzle até então. Eu queria colocar meu relato em algum lugar e FEZ vai ser o sortudo (ou azarado) a guardar ele. Eu tinha uma insegurança com jogos de puzzle, eu pensava que se você não resolvesse eles sozinho e sem nenhuma ajuda era o unico jeito de dizer que você realmente concluiu aquilo. Eu via eles como forma de provação. Eu me afastei de jogos como The Witness porque pelo que falavam era extremamente dificil e eu sabia que não conseguiria resolver sozinho então para que? Indo atrás dos cubos azuis, teve o primeiro momento que fiquei 5 horas quebrando a cabeça e ainda assim não entendia como avançar. Depois de tanto tempo pedi ajuda, e um amigo me deu simplesmente a resposta, o que me deixou mais frustrado e decepcionado do que feliz por ter resolvido. Eu não queria continuar porque não tinha sido eu que resolvi aquele puzzle. E isso infelizmente quase me fez dropar o jogo. Que bom que não o fiz. Refletir muito sobre isso me fez perceber que: nem todos os puzzles foram feitos para você resolver. E aceitar isso é o mais saudavel. Acredito que vale muito mais você terminar um jogo dificil com dicas do que nunca experienciar o que vem depois da parte que você travou. Percebi que cada jogo de puzzle é uma ferramenta que você coloca no seu arsenal mental. Mais uma que você vai poder usar no proximo jogo. Jogos tem que ser divertidos, e não tem nenhum jogo de puzzle que não possa ser vencido desde que você esteja com a mentalidade certa, isso é o que eu acredito. FEZ destruiu meu ego, e mudou a forma como penso em relação a jogos. FEZ não é para todo mundo e falo da parte de coletar todos os cubos azuis, em certo momento ele escala a dificuldade de forma muita rapida, o que pode ser frustrante para certas pessoas como foi para mim. Gostaria de pontuar aqui que foi o jogo que inspirou Tunic e percebi claramente coisas que lembram Tunic enquanto jogava ele. Apesar de tudo que disse eu gosto bem mais dele do que desgosto, principalmente pelo impacto que ele causou na industria, e em mim. Eu respeito esse jogo e sua coragem. Um dos jogos já feitos.
+1 有成就 没中文 菲斯 戈麦斯是生活在二维世界里的二维生物。事实果真如此吗?当一个神秘的第三维度展现在他面前时,戈麦斯踏上了一段直达时空尽头的旅程。运用你的能力,从四个独特的经典二维视角穿梭于三维结构之中。探索一个宁静而瑰丽的开放式世界,这里遍布秘密、谜题与隐匿宝藏。揭开过往的谜团,探寻现实与感知背后的真相。转换视角,以别样的方式审视这个世界。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| — | 0 | — | — |