
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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
FEZ is a puzzle game that's really up my alley. I originally heard of this game, of all things, from Krzyhau's FEZTAL game. At the time, I only knew him for his Portal 2 videos. When P2:CE came out, I kind of rediscovered his channel and with it FEZTAL, and decided to give the original game a go. Of course, the definitive property of this game is the perspective-changing mechanic. I think it's a really, [i]really[/i] interesting way to experience the 3rd dimension. It reminds me, in a way, of the 3blue1brown video that describes Quaternions, 4-dimensional numbers. This game feels like attempting to describe the third dimension to a creature that fundamentally only understands two. To demonstrate the third dimension, you need to warp the entirety of the creature's two dimensional perspective of the world in a way that wouldn't seem natural without an understanding of the third dimension. Gomez (the character's name) doesn't experience the true third-dimensional experience, but it can be shown partially to him in a way that he can grasp. It really plays into the whole "incomprehendable power" that the hexahedron channels when it talks to you. Which brings me to the story, also pretty good! It's quite hands-off, letting you discover the traits of the world in whichever order you end up following. It has a similar feeling to "The Witness" in that regard. There were a variety of things that I discovered long before I learned what to do with them. They just linger in the back of your head and it makes the "eurika" moment all the better when you finally do learn. The game has plenty to do after the credits roll, which is nice. While I've reached the credits, I've still got about 40% of the cubes left to find. (minor spoiler: [spoiler]there are 32 cubes required to beat the game, but there are an additional 32 "anti cubes" that are optional and also count.[/spoiler]) And oh my goodness, there are so many little things that you have to teach yourself to progress that are [i]so cool[/i]! I can't talk about them in much detail without spoiling parts of the game, but I ended up far more invested in this world than I initially expected. It is again similar to The Witness in the aspect of a world that you have to learn about from an outsider's perspective. The music is incredible. Despite being kinda crunchy chiptune, it plays well in the ears and eases between smooth and happy to incredibly dramatic and powerful while complimenting the game, not dragging you out of it. Every song seamlessly transitions, and nearly every room has an adaptive song to it. There are multiple worlds, and each one has its own motif that is slightly added upon as you delve into the rooms. It's really quite beautiful. The graphics are also good! The depth in the 2.5d maps make it really pretty to rotate the screen. Something about it is just very satisfying to me. You can play this game on probably just about any computer you've got lying around with a basic GPU. It's already a 13-year-old game, and the graphics aren't super intensive. Overall, a very great puzzle game. I wish I could re-experience parts of it, genuinely this game has some of the best "eurika" moments I've ever felt. Really cool to uncover its secrets. Highly recommend.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oh hey, I forgot this existed. Phil Fish is a loser.
那天和朋友又聊起了《独立游戏大电影》时期的独立游戏三杰。《独立游戏大电影》!是给我树立了职业梦想的吹哥!!是还在活跃、一直推陈出新的以撒二人组!! 忽然想起,FEZ我还没通关!所以再次打开了这个之前玩了一半的游戏。 就像是城市的白领回到了星露谷物语重启人生,此刻我也是—— 我厌倦了肉鸽了! 我厌倦了AI了! 我不想体验取巧的复玩性了! 我想要手工艺品! 我想要手工艺品的杰作!! 以当前年代来说,很多人会用后辈的“动物井”来和FEZ放在同类中。二者理念上确实挺像的,所以哪怕是十多年后的新玩家,也可以毫无顾虑的玩!这部分精美的内核一直传承至今! 虽然游戏设计的方法论出现了迭代,但是依然是非常好、非常扎实、非常现代、非常精美的解谜游戏! (P.S. FEZ对手部操作要求更低,也没有连续谜题,可以很chill的玩) 当然提起FEZ,一定会想起他的作者PHIL FISH,想知道他的现状怎么样。 依然记得在拍纪录片时期,他的焦虑与狂躁,这十多年来一直在我心中挥之不去。作为同行来说既会想着自己何时能做出同样伟大的作品,也会想着这样的代价自己是否能够承受。 于是很遗憾刷到了FEZ II取消的消息。 无论如何,艺术之路总是摇滚的!!衷心希望作者在此之后依然能喜欢做游戏这件事!
Fiquei abismado com esse jogo, não esperava essa experiência, vejo agora como TUNIC teve fortes inspirações em Fez (joguei tunic primeiro), pensei que seria só um jogo bobinho de perspectiva, que loucura. Jogão, uma loucura isso ter saído em 2012.
Fez is a game that assumes players are smart enough to figure things out on their own—and it is partly correct. This game might be a NSA screening test in disguise! Before you finish Fez, you'll find yourself learning a new alphabet, a new counting system, and another language I don't want to spoil here. Fez has a steep learning curve that initially turned me away from the game. I only gave it a second chance because of how many people have rated it so highly. Fez is a game that requires a paradigm shift to typical gaming styles. A big aspect of this game is ignoring the things you can't figure out in the moment and returning to them much later once you learn more. This game rewards constant exploration and feels like it punishes the mentality to explore an entire area before moving on. Feel free to wander around and find more cubes without worrying about what you may be missing. Best advice I would want to know as a new Fez player: - Go through doors as you find them. Don't worry about what you are leaving behind. - Ignore the secrets you can't figure out in the moment. - Go through the final door as soon as you have 32 cubes.
FEZ starts out as a promising game with its unique perspective mechanic and charming visuals, but eventually devolves into a frustrating slog towards the end. The goal of FEZ is to collect enough cubes to beat the game. These are acquired by platforming and solving puzzles. There are golden cubes, anti cubes, maps, and some more collectibles tied to the hardest puzzles in the game (not mentioning for spoilers). The first half of the game mainly consists of collecting the golden cubes, and maybe some anti cubes along the way. The golden cubes start out incredibly simple, and barely require any critical thinking. I thought these would get more complex as the game progressed, but sadly that is not the case. They retain a similar amount of complexity for the entire game. Most of the challenge for these cubes comes from the platforming, very little puzzle solving is required. Well if the golden cubes don’t have much to offer, surely the anti cubes are where the interesting puzzles are at? Right? Yes and no. Only some of the anti cubes I would classify as good puzzles. I’m referring to all of the anti cubes you can solve on your first encounter (except the Clock Tower, if you know, you know). The reason I specified “first encounter” is due to the fact that a significant amount of the anti cubes are impossible to solve without understanding the biggest mystery FEZ has to offer. Now I’m not going to spoil what the mystery is (even though this game is over a decade old), but what I will say is that figuring it out is the best part of FEZ. The sheer euphoria you feel is incredible, and completely changes how you view the game moving forward. Unfortunately, right after this point, this is where I really started to hate FEZ. I have two reasons why. 1. The backtracking. Like I said earlier, a lot of the anti cubes cannot be solved your first time around, so you’re intended to backtrack. While the map is very clear about which rooms contain unsolved puzzles, the problem is figuring out HOW to get back to a specific room. Basically devolves into a big game of guess and check. It doesn’t help that the movement is sluggish as well. 2. The puzzles. My problem is that too many of the puzzles tied to the big mystery of FEZ feel too similar, you repeat the same set of actions over and over again. It’s not uncommon for a puzzle to be repeated with almost no variation. There are some notable exceptions which shake up the formula, but not enough. FEZ is a cool concept with moments of brilliance, but as a game, it’s just not fun.
To preface this review, I have 100%ed the whole game. I have spoilers in this review too, so please be warned. Pros: On average, the puzzles of this game are entertaining The soundtrack is amazing The main ending is worth getting, just be careful mixing psychedelics with it. Cons: Some puzzles are either not well-explained, or are simply too tedious to make for good gameplay. Below is a list of a few of these: - Clock: Wanna be driven insane? Wait for this thing to line up. This is a puzzle best solved by messing with your system's clock, and it is always a type of solution I hold a large distaste for. - Glitch: This drove me insane, I was struggling to figure out where to go with this area, just because I have to poke around in the noise to figure out where to go. - Lava: I was not prepared for needing to rush against the rising tide, but the rotating platforms definitely caused a lot of resets that made me need to take a break. - Metatron: This is a puzzle I first solved on my own, but had to pull up a guide STRICTLY because I needed to fix the orientation after MULTIPLE failed attempts. Moving those cubes was HELL, and is the primary reason I NEVER want to 100% this game again. - Tetris: Only solvable accessibly with first-person. Due to how the mechanics and snapping works, I had to reset the room a few times just because I got a cube trapped on top of another and did not want to go through the labor of undoing it. - Monolith: The only puzzle in the game where it is truly necessary to grab a guide to solve for true 100%. The alt ending: to limit spoilers, I will just say it is disappointing compared to the labor put into collecting all 64 cubes. First-person puzzles: I loved the concept, the execution? Not so much. Usually these puzzles are boiled down to "find the input pattern", rather than provide a deep puzzle mechanic that justifies its existence. The only time I found it truly useful was on the Tetris puzzle. Overall: Great game - 8/10! It is worth playing, but don't feel upset if you don't want to 100% it, the puzzles I complained about aren't required to beat the game initially.
I really wanted to like this, but it's not for me. Pretty, but literally so unintuitive that it requires an exposition mascot to follow you the entire game explaining what parts of the scenery you can interact with (but not alway how) and if you miss a single “Press B” dialog for any of them God help you. …and that’s even before you get in to the fact that the game has it’s own language for you to decode if you want to really complete it. It's not even that it's hard. Once you know how things work it's not at all. It just feels wilfully impenetrable and I'm done.
Это головоломка, что хочет собрать аудиторию, которая не хочет напрягать мозг и задротов. В связи с этим игра состоит из музея красивых пейзажей и скульптур, по которому разбросано кучу обязательных коллекционных предметов, которые собирать очень уныло. Собрав половину хлебных крошек (коллекционных предметов) нас одаривают галлюциногенным финалом и новой игрой плюс. В этой видеоигре, конечно, есть загадки... на инопланетянском... Авторы решили, что рядовой игрок после утомительно лёгкой прогулки готов решить загадку Жака Фреско: «Была поляна обставленная свечами. Сколько?» Так что ты либо душишься, и после перепроходишь игру с накопленными знаниями, если есть много усердия. Либо проходишь на все проценты по руководству и душишься ещё сильнее. Либо просто игнорируешь инопланетянские необязательные головоломки и играешь в платформер с примитивнейшими механиками, клюя хлебные крошки. Заключение: Это симулятор голубя в музее.
Atención: Este juego, a pesar de estar en varios idiomas, tiene puzzles que sólo se pueden resolver si sabés inglés (y nunca te lo aclaran). Un 75% del juego está muy bueno, el porcentaje restante lo hace caer en picada. No seas como yo y evitate la frustración: Hay puzzles que simplemente no vas a poder resolver sin buscarlos en Internet. Le doy positivo por la originalidad y porque en general está bueno, pero lpm me hizo enojar.
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.3M | 24.6K | 96% | $24.99 | |
| $4K | 25 | 76% | $9.99 | |
| $571 | 6 | 100% | $4.99 | |
| $4.4K | 26 | 81% | $9.99 | |
| $232 | 3 | 100% | $4.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 8.1K | 85% | $19.99 | |
| $3.2M | 6.5K | 78% | $19.99 | |
| $3.2M | 22.3K | 90% | $6.49 | |
| $3.2M | 29K | 95% | $4.99 | |
| $3.2M | 32.2K | 78% | $4.99 | |
| $3.2M | 11K | 89% | $29.99 |