Fez five-year development cycle is known for its protracted length and amount of public exposure. Nathan Grayson of
VG247 likened its rocky history to "an indie
Duke Nukem Forever", and
Polygon reviewer Arthur Gies noted its standing reputation as an "
underdog darling of the indie game scene". Its designer,
Phil Fish, became renowned in a way unusual for game developers due to his prominence in the 2012 documentary
Indie Game: The Movie. Apart from
Fez, which was released to wide acclaim, Fish himself became known for his outspoken and acerbic public persona.
Fez began as a collaboration between Canadian indie developers Fish and Shawn McGrath. They worked on McGrath's idea for a puzzle game in which a 3D space was viewed from four 2D angles. Although their partnership broke down due to creative differences, the entirety of
Fez design, story, and art descends from this game mechanic. Fish continued to work on the project in his spare time and solicited for a programmer on
DeviantArt, where he found Renaud Bédard.
Fez was first announced in July 2007 on
The Independent Gaming Source. It was nominated for two awards at the 2008
Game Developers Conference Independent Games Festival (GDC IGF). When Fish's employer did not permit him time off to attend the awards, he quit. Fish later recalled this moment as "when [he] became indie". The game won "Excellence in Visual Art", and its presence created a surge of public interest in
Fez that rode a concurrent swell of interest in indie game development as a whole. Fish received a Canadian government loan to open Polytron Corporation as a
startup company and began full-time work on
Fez. In July 2009, Polytron announced that
Fez would launch in early 2010 as an
Xbox Live Arcade exclusive. Development continued with an experimental spirit until the company ran out of money. Fish borrowed from friends and family to keep the company open and considered canceling the project before the nearby Québécois developer-publisher
Trapdoor offered to help. Fish felt that the Trapdoor partnership rescued the game.
Fez won multiple awards in 2011 and was a "PAX 10" selection at the 2011
Penny Arcade Expo. Fish is shown preparing for
Fez booth at
PAX East 2011, an earlier show, in the 2012 documentary film
Indie Game: The Movie. The film chronicles the game development stories of several indie developers. As a subplot, the film presents Fish amidst a legal dispute with a former business partner that jeopardizes
Fez future.
Game Informer called Fish the film's "most memorable developer", and
Rock, Paper, Shotgun wrote that Fish is portrayed as theatrical in a way that exacerbates his already outspoken reputation.
Eurogamer said that the part when Fish resolves to
kill himself if he does not release his game is "the film's most startling moment". Near the end of
Fez development, Fish told a
Gamasutra reporter that he had received positive feedback from IGF Chairman
Brandon Boyer and
Braid designer
Jonathan Blow, but that he felt "burnt out". The final game included almost none of the original work from the first two years of development. After several delays,
Fez was submitted for certification in February 2012.
Fez was released on April 13, 2012, and sold 200,000 copies during its yearlong exclusivity to the Xbox Live Arcade platform. Fish rebuked Polytron's co-publisher,
Microsoft Studios, for botching the game's release by way of lackluster publicity. Several months later, Polytron entered a high-profile dispute with
Microsoft over the cost of
patching Fez. Nearly a year after
Fez launch, Fish announced a
Windows PC port for release on May 1, 2013.
OS X and
Linux ports debuted on September 11, 2013, and
PlayStation 3,
PlayStation 4, and
PlayStation Vita ports by
BlitWorks debuted on March 25, 2014.
Ouya and
iOS ports were also announced; the iOS release began development in April 2017 and was released in December 2017. No
Android release is planned. Bédard stayed to port the Windows release before joining Toronto's
Capybara Games. He credited Polytron's long development cycle to his own inexperience in game development (compounded by the team's small size and difficulty in setting reasonable milestones), the game's scope, and Fish's perfectionism. Fish had hoped that players would discuss
Fez nuances online after its release. Players collaborated online for a week to solve the final "monolith" puzzle by using a cryptanalytic attack known as
brute force.
Ars Technica described the apparent end to
Fez harder puzzles as "anticlimactic", but Fish told
Eurogamer in March 2013 that hidden in-game secrets remain to be found. More than three years after its digital launch,
Fez received a physical release designed by Fish and limited to a signed edition of 500 in December 2015. The deluxe package included the soundtrack and a stylized red notebook with gold foil inlay. Though Bédard had moved on to another company, he continued to work on the game in secret. In August 2016, he released a final patch for the computer releases of
Fez that included performance improvements, as a result of a unified codebase under an
open source software library, and features such as a
speedrun mode. A
Nintendo Switch version was released on April 14, 2021.
Design Bédard wrote
Fez in
Microsoft Visual C# Express and
XNA Game Studio Express. He coded the level editor and the
game engine, Trixel, which converts 2D tiles ("triles") into four-sided 3D
voxels ("trixels"). Fish made 2D pixel art in
Photoshop for each side of the trixel, which Bédard's custom software compiled into 3D game assets. Fish would then design levels in the level editor by
extruding surfaces, a process he found "overwhelming" but akin to playing with
Lego blocks. In their workflow, Fish first proposed ideas that Bédard would implement. The two would then discuss and fine-tune the addition—they worked well together. The game came to adopt
Metroidvania mechanics, with "
secret passages, warp gates, and
cheat codes". Fish cited
Myst as an inspiration and compared its open world, nonlinear narrative, and "obtuse metapuzzles" to
Fez own alphabet, numeric system, and an "almost unfairly hard to get ... second set of collectibles". He was also inspired by the Nintendo Entertainment System games of his youth (particularly those of the
Super Mario and
The Legend of Zelda series),
Hayao Miyazaki's signature "open blue sky", "feel-good" atmosphere, and
Fumito Ueda's
Ico. Fish sought to emulate
Ico feeling of nostalgic and isolated loneliness, and Ueda's development philosophy wherein all nonessential game elements are removed ("design by subtraction"). Fish made a personal challenge of designing a game without relying on "established mechanics". As such,
Fez was always a peaceful game that never contained an antagonist.
Music Rich Vreeland, also known as
Disasterpeace, composed the game's
chiptune-esque
electronic soundtrack. Despite his background in chiptune, Vreeland limited his use of that genre's mannerisms in the score. He worked with soft
synth pads and
reverb to push the score closer to a 1980s synthesizer sound. He also reduced reliance on percussion and incorporated
distortion techniques like
bitcrushing and
wow. Vreeland opted for slower passages with varying tempos that could "ebb, flow, and breathe with the player". He left some portions of
Fez without music. Vreeland worked on its soundtrack at night for about 14 months while scoring
Shoot Many Robots. Brandon McCartin of
Aquaria contributed the game's sound effects. Vreeland's first composition for the game ("Adventure") became the soundtrack's first track. He wrote it after meeting Bédard but before discussing the soundtrack with Fish, and based the composition on
Fez audio created prior to his arrival. Vreeland wanted to use tape recorders for their distinctive sound, but potential audio synching issues with this method led him to employ digital recording. Portions of the soundtrack dynamically change between several dozen constituent elements and react to the game environment. For example, the "Puzzle" track's elements change
musical key based on the in-game time of day. Certain tracks were intended to imitate real-world sounds, such as those of
bats,
thunderstorms,
taiko, and water falling from
stalactites. Other tracks expanded from improvisations. Vreeland was also inspired by
The Lord of the Rings Shire theme, 1980s horror media, the soundtrack of
demoscene game ''Jasper's Journeys
, the Legend of Zelda
dungeon music, the Mass Effect'' soundtrack,
Tangerine Dream, and
Steve Reich. "Continuum" is a synthesized rendition of
Frédéric Chopin's
Prelude, Op. 28, No. 4. Instruments used in recording include the Sonic Charge Synplant,
minimoog, "synthetic
flute", and
Boomwhacker. The soundtrack was released in a digital format on April 20, 2012. Pre-orders for the soundtrack topped the
Bandcamp charts. Kirk Hamilton of
Kotaku wrote that
Fez sound effects evoked
Jim Guthrie's
Superbrothers: Sword & Sworcery EP audio. Janus Kopfstein of
The Verge called the work "fantastic" and described it as a cross between a "1980s
Vangelis synth odyssey" and a submerged vinyl record from an arcade.
Game Informer Matt Miller wrote that the soundtrack contributed to
Fez "
80s Nostalgia vibe".
Eurogamer described the music as "lush, spooky, and electrifying", and
Edge compared it to "
Holst put through a
Mega Drive". Oli Welsh of
Eurogamer wrote that the music matched the game's themes of "hidden depth". Welsh heard influences of 1960s English psychedelia (
Pink Floyd,
Soft Machine), 1970s
Krautrock (Tangerine Dream and
Kraftwerk), 1980s synth (
Jean Michel Jarre, Vangelis), and
Erik Satie. He added that the soundtrack's contribution to
Fez was "incalculable". Damian Kastbauer of
Game Developer used Vreeland's soundtrack to show that a retrogaming aesthetic in sound and visuals could be both "futuristic and nostalgic" and provide the "right 'voice' to support the game's design intentions".
Game Developer listed Vreeland in their 2012 Power 50 for his work on the soundtrack, which they described as "atmospheric, pensive, and maybe even a little bit melancholy". In keeping with
Fez theme of secrets, images visible only through
spectrogram were embedded into the soundtrack audio. Vreeland released a remix album,
FZ: Side F, a year later on April 20, 2013. It features tracks from other artists, including Jim Guthrie. Vreeland later released another remix album,
FZ: Side Z, and all three albums were included in the August 2013 Game Music Bundle 5. == Reception ==