
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
C'est après 3 tentatives sur plusieurs années que j'ai réussi à rentrer dans le jeu. Les deux premières fois, je pense avoir été soufflé par l'ampleur du monde et la peur de se perdre. Ainsi c'est en 2025, que j'ai fini FEZ et c'était un vrai bonheur. Le pixel art est sublime, les musiques chip tune entrainantes et marquantes et le concept de plateforme 2D mixé à la 3D est brillant. Je ne vais pas mentir en disant que j'ai trouvé toutes les énigmes par moi-même mais celles que j'ai résolus seul étaient toujours gratifiantes. J'ai passé un excellent moment dans ce petit monde. Hâte de voir Indie Game the Movie pour voir l'histoire de son créateur! *EDIT : J'ai vu Indie Game the Movie depuis et mon dieu que le monde du jeux indé semblait hostile et ereintant en 2012. Ce n'est pas tout rose à l'heure actuel mais chapeau aux développeurs et bon repos!
One of my favorite games of all time, up there with Dark Souls, MYST, and Chrono Trigger. The music is incredible, the puzzles tough, the art fantastic.
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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
I've had this game in the uncategorized part of my library for 8 years or so because I didn't remember getting it and couldn't be bothered to play it. Then I read the description, it sounded fun, so I tried it. I then played the game for 8.3 hours straight, finished it completely, and loved every second (except this one really hard bit because I have no rhythm) Definitely recommend it! the mechanics are great and if you can't get used to the controls you can always rebind them
Really bad game made by a trash dev.
[h1]★☆[/h1] 一句话简评:创意的游戏玩法,稀烂的操作手感,垃圾的游戏引导。 [hr][/hr] [h2]言过其实。[/h2] 先说优点。旋转屏幕带来的视错觉机制让玩家可以实现巧妙的跳跃以到达正常无法抵达的位置,还是比较新颖的,也是后续很多作品的启发者。 优点说完了,接下来是缺点: ①烂泥般稀碎的手感:作为一款平台跳跃游戏,它的手感非常非常差劲。跳跃惯性大,与攀爬交互更是令人难以置信地恶心,推箱子时不能旋转视角,令人怀疑制作组是否刻意用垃圾的操作手感给游戏增加难度。更有甚者,游戏中还有大量限时操作,虽然确实在失败几次熟悉地图和路线之后能够通过,但不知道制作组是对自己手感心里没有数吗?推箱子速度-80%的情况下却没法推到期望地点,箱子边缘上下对齐后就无法再被推动,要解谜就别在操作上为难玩家吧我请问了? ②脑溢血级别的保存:稳定平台落地即保存,试想一下你好不容易跳跳乐到了高处结果一个失误落到了低处的平台还没摔死,恭喜你存档点现在是下面这个了重新跳吧。我在玩什么,掘地求升吗? ③毫无意义的地图与传送门:游戏设计为关卡式,地图也展示每个节点的清理情况,我们甚至还有传送门功能!这是好事吗?如果地图移动不像牛皮糖一样又粘又弹的话,如果传送门真能传送到目标节点的话,如果清图是关卡式而不是跋山涉水RPG跑路式的话,那这是好事。可惜以上如果均不成立,而且任意分支的最终节点都会回到大节点,试想一个5~8层的树的叶节点单向指向1~2层的根节点,玩这个游戏基础是要先学DFS是吧? ④抽象电波的谜题:除了最简单的收集黄方块,游戏基本没有引入任何[b]解谜[/b]向的新机制,无非是各种不同的跳跃模式,难度完全限定在平台跳跃中。仅此还算可以,但天才的制作组偏偏要加上大量意义不明的解谜,并且解谜要素远远违背就近原则,天南地北的线索凑出一个解谜。 ⑤谜题难度不对等:探索奖励分为多种——黄色小方块、黄色方块、异色方块、宝箱、特殊物品。撇去宝箱不说,黄色小方块无论如何比两个方块的价值更低吧?前期一个一个小方块拿的时候还觉得纯收集,后期动不动完整方块收集那也能理解为游戏曲线,但我不理解从大节点向外探索到最终节点时给我摆一个黄色小方块是能让玩家有别样的成就感吗? ⑥缺乏探索引导:没有剧情、没有引导、缺乏里程碑。我最初游玩以为的0/4/8/16门在游玩完第一个区域后就已经完全失去意义。身边的彩色小方块毫无用处,唯一的作用是对话时把角色固定在原地,然后告诉你[b]“不明白是什么意思。”[/b] 总之,这是一款[i]可能在遥远的游戏后期有着神反转或者神展开的[/i]“神作”,但这并不足以掩蔽以上诸多缺点,令人不感觉遗憾只感觉到高血压。
i hope games like this never stop being made
// this will inherently have major spoilers FEZ, FEZ, FEZ. what do i even say? i suppose i should get started with the base of the game! if you are looking for a phenomenal platforming experience, you won't find that here. do not get me wrong - the platforming is passable, even good, but it's quite lackluster beyond the unique perspective-shifting mechanic. so do not go expecting something rivalling Celeste (or similar titles) in terms of its platforming this will likely make your first playthrough of FEZ somewhat lackluster; but if you put even an inkling of observation, you will swiftly begin to understand that not everything is as it seems puzzles; puzzles everywhere. this game has a (somewhat) unique style of clueing you in; it does not hold your hand, it does not tell you anything. it's similar to Outer Wilds, and Return of the Obra Dinn in this sense! (albeit, even the hints have to be solved. which is very very fun on its own) and the puzzles go deep. i had to learn an entire language and decrypt dozens of texts, learn a cubeform of numbers, figure out a sequence of codes and decrypt them into movements AND I HAVEN'T EVEN 200%'D THE GAME! i still got a fair, fair bit to go overall, if you're looking for a platformer, don't expect anything special. but if you're looking for puzzles that deeply reward careful observation and logical thinking, this is the ♥♥♥♥. it's awesome. 6/10 platforming, 9.5/10 puzzles. only subtracted half a point because a few of them are stupid bs. PLAY FEZ!!!!!
关卡设计超级无敌巧妙的一款游戏,很多地方不找攻略都很难解密。PS:二周目“↑↑↑↑+跳跃”是飞行。
游玩无数经由开创先河的先驱者启发的游戏之后,今天回头来玩FEZ,依旧可以窥想当年的玩家第一次旋转整个像素世界时的惊喜和新奇。游玩的过程中,对于整个地图究竟是如何设计出来的,真是百思不得其解,一再感叹制作者的天才。 不过最终并没有选择全收集,收集了一半的金色立方和一半的反立方体后,二周目拿到第一人称,便结束了游戏,至于第三层的心方块乃至往后更多的隐藏的内容,没有继续深究。看了一些相关的视频,还有Phil的一些偏激的言论,还有社群对于结果的探寻,感叹一下竟然如此,不了了之。 从个人对于解谜游戏一事的理解上看,脱离了本身机制的,仅依仗文本加密内容或是纯粹观察得来的许多谜题,并不是一个真正优秀解谜游戏着重笔墨的部分。FEZ往后百分之六十甚至更多的部分都着墨于此,感觉并非最合理的表现形式。作为一个纯粹玩电子游戏或解谜游戏的人,不追求和作者有某些层面上的共鸣的方面来看,FEZ的设计可能并不那么合理。一个以收集为核心的2D/3D纯平台跳跃解谜游戏,后半段的所有有关解密才能获取的收集品,全部要靠密码一类的操作来获取,其实有违绝大部分纯解谜游戏的设计思路。所以FEZ最后能带来乐趣的方式,一定有别于普通平台解谜游戏或者其他任何纯解谜游戏。 从这个层面来看,未必算的上很优秀的作品。表层的收集完全依附于视角的旋转来改变平台位置,引入的新机制也并没有带来质的变化,而且玩家控制角色本身性能低下,操作也是一大痛点。甚至直到今天,依旧有许多BUG,对体验影响不小。 如若不把FEZ视作一款以机制为核心的解谜游戏,更不知道应该怎么审视游戏本身了。 不过到底,在三维场景中的二维视角下进行平台跳跃收集物品,这样的内容的制作依旧相当完善,而且十分有趣。依然值得一试。
love the core concept of platforming around on a world you can rotate. The game looks beautiful, movement feels great and I would never get tired of the soundtrack. The game just never has a clear path forward, you have no way of knowing what's important. But what makes it unplayable for me is that the puzzles are incredibly obtuse and cryptic. Its a game that's not gonna be for most people. I gave it a try and it wasn't for me.
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.
Related
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| $156 | 2 | 100% | $4.99 | |
| — | 0 | — | — |
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