
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
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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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Terrible creator, amazing game
游戏的基础玩法非常简单,通过平台跳跃和旋转视角来收集方块,收集数达到要求后即可解锁新的区域。一开始会觉得简单易上手——虽然操作手感很一般,但难度不高,加上年代久远、独立制作,这可以接受。然后是本作的核心玩法(表面上)旋转视角这点,没有任何解谜难度,或者说,没有解谜的空间?基本上你就是不停旋转,然后发现新的路,继续走就行了,就这么单调,没有任何玩法上的挖掘或者在谜题上的应用之类的。 所以一开始我没有像其他解谜游戏一样卡过关,但是玩着玩着发现不对劲,总有一些完全没有头绪的东西出现,比如藏宝图和一些奇怪的文字,完全看不懂,我还是能找到方块,但其他所有内容我都无法理解,我几乎没有解出任何一个谜题,而且是毫无头绪,这简直比在其他解谜游戏里卡关挫败多了。而且在不同地图之间跑路非常麻烦(手感问题加上迷之传送机制,以及,我完成过的事情为什么非要反复重复完成?),就算想到什么可能是线索的东西,看看大地图,也没动力跑回去研究。 3个小时后我累了,开始在浏览器里了解这个游戏以及作者的舆论风波,发现2件重要的事,也是我认为的核心问题,基于此我实在无法给它好评。有人可能会觉得云没有说服力,对于别的游戏确实是,因为你不自己玩会漏掉许多内容,但是这款游戏刚好相反,你自己玩才会漏掉大部分内容,想完整体验必须看攻略。 [h2] 实际玩法并非解谜 [/h2] 此游戏是需要多周目的,而且必须完成多周目你才能体验到它的内容(只是“旋转跳跃,我闭着眼”是不行的,玩了相当于没玩),所以旋转视角平台跳跃搜集方块确实只是表面玩法,真·玩法是破译那些加密文字以及其他你看不懂的事物,具体怎么做呢?把八百米开外的符号或者提示联系起来,拿个小本本边玩边记,手机放旁边随时扫二维码,以及最重要的:浏览器,别自信,你不可能不借助社区独自完成这个游戏,因为作者制作的思路就是让大伙在论坛里集思广益推敲这个游戏,它对我来说不像是在解谜,而是在当侦探,找线索,因为所有提示几乎就等同于答案。这游戏还有一个超级离谱的设计,那就是它的核心谜题之一竟然是基于英语文化,你懂英语都不行,还得懂这个梗,非英语母语者真的是几乎不可能独自解出来。 [h2] 他想让这个游戏对你如对他那么重要 [/h2] Phil Fish 本人存在严重的性格或者心理问题,在看了大量资料后,最让我印象深刻的是他在独立游戏大电影里说的一句话,他做Fez那会父亲重病、父母离婚、女友分手、投资人撤资,他相当于把所有都押宝在 Fez 上,他觉得 Fez 就是他的人生,他说:“如果这个游戏没成,I would kill myself.”,Bro…你都这样了,我还敢讨厌你的游戏吗?但是从现在回看,他可能真的这么想过,无论是从游戏内容还是场外风波都能看出,他极度偏执,他把 Fez 当成了自己的人生,而不是一款游戏,然后我们作为玩家,有点悲催的,也被牵连到了,他想让 Fez 对我们来说也不只是众多游戏的其中一款。玩这个游戏,你需要倾注的精力将会远大于其他游戏,他是想搞出那种效果,制造出一大堆“菲学家”来研究这个游戏里的谜题。如果说上面提到的基于英语文化的谜题可能是因为年代问题,所以作者理所当然地以为面向的只有北美玩家,那么游戏里还有一些其他端倪,比如需要有振动功能的手柄才能破解的谜题(键鼠怎么办),要等待现实时间一周才能完成的谜题(PC还可以改时间,但其他平台呢),有没有发现,总有一部分玩家完全没有被照顾到?这看起来是考虑不周,其实根本原因是作者已经深度沉迷于自我,所以才会忽视了与玩家间的交互。另外,真别觉得这些解谜有多高深莫测,他作为出题人,比玩家轻松得多,别的游戏更简单,或许只是制作者更会为你考虑。 回归到这些谜题设计本身,它们的难不在于解谜过程有多烧脑,而是完全打破了就近原则,谜面和提示藏在完全不相关的2个地方;成就感也不在于设计之精巧,而是跋山涉水后终于发现了华点的恍然大悟感——原来是这样? 综上,这个游戏只能推荐给那些对 Fez 和 Phil Fish 极度好奇的想亲自了解的玩家,其他任何只要是冲着一款游戏来的玩家都不推荐,但话说回来它确实非常不一样,独立游戏最重要的特质算是有了。好评很多都是不明觉厉和对于一个有想法的制作人的退场的惋惜。 对了,这游戏是有一些小bug的,但是作者都退圈了,也不可能会修复了。
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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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
when i get mopey I play this game to just sit and listen to the starting town's music and stare at its sky. it brings me a ton of comfort. thank u fez
The negative vote is because I didn't like it, not because I think it's a bad game (not that this will affect the game or something at this point, but anyways...). Strangely enough for this kind of game what frustrated me wasn't the puzzles but finding them, or more like traversing the map and going back and forth to find something to do. It's one thing getting stuck and going somewhere else to try to do something different, but if actually going somewhere else is difficult, confusing and - eventually- boring, well... I'd rather not. Maybe traversal is also a puzzle, I don't know, I don't care. But as I said, the game's fine: I like the graphics, the music, and that it tried something different with its mechanics. I just didn't like playing it because it felt like the map or the game wouldn't let me. I have no problem abandoning a game that's not satisfying or fun, so bye game.
Not a fun puzzle game, especially if you hate having to look things up. The base game is fine, and initially searching for the secret cubes was fun. It was far FAR too easy and the perspective gimmick wasn't utilised nearly enough, but whatever I was having a good time. But eventually you will hit a roadblock, and you are just left with the obscure and illogical puzzles. I absolutely love difficult puzzles, but the game just expects an unreasonable amount of deduction to figure out what the puzzle even is, let alone how to solve it [spoiler]why does 1 puzzle require you to change your system settings and no others, why is knowing how to fold cubes needed to solve a puzzle, why the hell do I need to talk to multiple owls despite no other animals being interactable???[/spoiler] Additionally the lack of any additional movement forces you to recomplete the same tedious platforming 1000 times just trying to figure out what the puzzle is even supposed to be. [spoiler]I also found out after there is a flying button combination, why is that hidden behind a google search????[/spoiler] And the WORST part of all this, why are optional borderline impossible puzzles labelled the same on the map as normal secret puzzles? I wasted so much time trying to figure out something that was not reasonably possible, and it massively soured my entire experience. [spoiler]I spent time decoding the ENTIRE language for a puzzle, not knowing it was an optional one. And I immediately got stuck right after anyway because the answer is a word 99% of people don't even know.[/spoiler] I don't recommend this as a serious puzzle game to try, but if you are fine playing with a guide up on your second monitor you'll probably have a good time
在独立游戏大电影认识的FEZ,上手才发现2d原来还能这样玩,转换视角实现视错觉结合谜题,但是大部分的反立方体和爱心方块我都解不出来,不看攻略一头雾水,缺点就是跳跃手感不太好,不过没有惩罚,会在原地复活。 ps:时钟的反立方体有点沙比,正常要等一周,改时间的话steamdeck游戏模式改不了,桌面模式才能改,改一次就要输一次密码,我换pc改时间才拿到
A game so good, innovative, and unique that its fan community bullied its developer into mental exhaustion and subsequent exile.
Well.... yeah... uhm... it was okay. I finally got to finish it... after 12 years. I guess getting old makes you more patient. Turned out the requirements were quite lenient, and much of the frustrating insanity was optional. It was a game that was made with great care and obsessive attention to detail. It was also self-indulgent, unnecessarily cryptic, and convoluted. Still, it's very existence is an achievement for the author. No commercial, profit-driven entity could ever produce anything like this. So I am sort of happy I played it.
[h2]Sinopsis[/h2] FEZ es probablemente uno de los mejores juegos de puzles y plataformas “2D” que podemos encontrar hoy en día, habiéndose colado en la mayoría de tops indie por la originalidad de sus puzles, bonito diseño y la gran cantidad de secretos que contiene, alguno de los cuales sigue siendo un misterio para la comunidad. Gómez recibe un mensaje del anciano del poblado, pidiéndole que se reúna con él para llevar a cabo una importante misión. Ha llegado el día, el gran Hexaedro se ha fragmentado en pedazos y nosotros tendremos que restaurarlo para que el universo no se desmorone. Para ello se nos ha revelado un gran secreto y nos han concedido la habilidad de rotar la perspectiva del mundo. Sin más dilación, nos lanzaremos a la aventura, explorando más allá del mundo conocido, diferentes dimensiones y culturas ancestrales, en busca de los 32 cubos que conforman el Hexaedro sagrado y salvar el mundo. [h2]Jugabilidad / Apartado técnico[/h2] Aunque la aventura de FEZ se desarrolla en 2D, su punto fuerte reside en la habilidad de rotar el escenario como si se tratara de las 4 caras de un cubo, ya que realmente nos encontramos en un mundo en 3D. Esto nos permitirá jugar con el escenario de muchas maneras, explorando las diferentes perspectivas de cada lugar para poder desplazarnos por el entorno, encontrar secretos y resolver toda clase de puzles. Por ejemplo, puede que no encontremos la salida o la forma de subir a una zona alta, pero si giramos el escenario encontraremos puertas traseras, plataformas para saltar o enredaderas por las que escalar en otra de las caras del escenario. Por otro lado, tenemos los puzles y los secretos. Originalmente nuestra misión será encontrar 32 cubos dorados, algunos de ellos fragmentados en 8 partes más pequeñas. Estos estarán más o menos a la vista y simplemente tendremos que explorar cada escenario y sortear zonas de plataformas para hacernos con ellos. Sin embargo, FEZ posee otros 32 anti-cubos escondidos detrás de diferentes puzles, con originales mecánicas que tendremos que descubrir por nosotros mismos, desvelando y traduciendo un complejo sistema alfanumérico. [h2]Valoración[/h2] FEZ es uno de esos juegos profundos que se esconden detrás de una bonita portada. Aparentemente puede parecer un título más del montón, pero tiene mucho que ofrecer y algunos de sus secretos han mantenido en vilo a la comunidad de jugadores durante mucho tiempo. La jugabilidad es excelente, sus gráficos pixel son atractivos y las mecánicas de sus puzles son realmente interesantes. Lo que FEZ consigue hacer muy bien es transmitir esa sensación de descubrimiento constante, generando una curiosidad entorno a un misterio sin resolver, permitiendo que el jugador avance a su ritmo sin agobios. El juego está pensado para superarse 2 veces, ya que en el Nuevo Juego + conseguiremos un artilugio que nos permitirá resolver ciertos secretos inaccesibles en un primer momento (pero tranquilos, que no hay que empezar de cero y no se hace pesado). Me atrevería a comparar a FEZ con The Witness, ya que transmite esa sensación de ir a ciegas, sin tutoriales, descubriendo a tu ritmo las mecánicas que rigen cada puzle y con múltiples secretos opcionales que recompensarán a aquellos más curiosos, como por ejemplo traducir su alfabeto propio para entender algo mejor la historia que se esconde. Sin lugar a dudas, uno de los mejores, 100% recomendable. ✔️ [b]Positivo[/b]:[list] [*]FEZ es una joya dentro del género, tanto por sus mecánicas e historia, como por su diseño original y vistoso, que te mantendrá enganchado durante varias horas. [*]Las mecánicas y los puzles de FEZ son realmente interesantes, utilizando de base el cambio de perspectiva para dar lugar a varios tipos de rompecabezas. Tendremos que tener en cuenta factores tan variados como los sonidos, la vibración del mando, la hora del día e incluso la vista en 1ª persona. [*]Posee un valor añadido increíble a través de sus secretos, su alfabeto propio y una trama que permite al jugador profundizar a voluntad de manera opcional. [/list] ❌ [b]Negativo[/b]:[list] [*]En algunas ocasiones, los controles para saltar y agarrarnos a los bordes no funcionan perfectamente, lo que provoca muchas muertes innecesarias. [*]La traducción del alfabeto resulta muy interesante, pero también es una labor extra que no todo el mundo está dispuesto a llevar a cabo. [*]Tras la última actualización han habido ciertos problemas con los archivos de guardado. En mi caso se me corrompió una partida y tuve que empezar de cero en una ocasión. Algo frustrante. [/list] 📢 [b]Idioma[/b]: Interfaz y subtítulos en español. ⌛ [b]Duración[/b]: 6-8 horas juego base/ 10-12 horas para 100%. 🎮 [b]Steam Deck[/b]: Verificado, funciona perfectamente. Lo salvaría de un incendio! 👨🚒👍🔥 [h1]9/10[/h1] [quote]🚨 Si te ha gustado la reseña y quieres descubrir buenos juegos, sígueme en mi página de Mentor: [url=https://store.steampowered.com/curator/45092978/] Indies ON FIRE [/url]🚨[/quote]
50/100 This game is why I avoid Indie games, especially those driven by one developer. In simple terms it is one guy's artistic vision rather than something that is fun for everyone - with lots of issues that should have been addressed by listening to player feedback. The gameplay starts out interesting but becomes a chore after a few hours. In particular there is no fast travel or level selection. Platformers like Super Mario 64 show how to have an open world platformer with level selection if there are levels you are struggling with or want to come back to after abilities (or keys) are unlocked. Instead you wil be stranded deep in a branch with few cubes available to progress, no keys, and have to labouriously re-work your way back through a labyrinth of levels and confusing maps. Forget loading screen hints, nothing is explained well, just "here's a working stargate", but instead of jumping through it like every other warp gate in the game up until that point, you have to use the "open door" key rather than the jump key. The font is really hard to read, compared to other pixel graphics games such as Stardew Valley. It's a puzzle game, but the worst kind - trial and error. And there are no less than 3 different glyph alphabets to try to decipher. Unfortunately this is a game you won't finish (you need 32 cubes to reach the ending credits) without using a guide to get some of the cubes. I don't recommend this game, there are far better options. Go play Trine 1 and 2, the Supraland games, Super Mario 64, Tametsi, or Stardew Valley instead.
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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