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http://www.polygon.com/2016/8/19/12553328/fez-polytron-new-patch-update-steam

Also coming to humble & GOG

One of the main goals of Fez version 1.12 was to place the Mac and Windows PC versions of the game under a single codebase which would run on the open source FNA library. The update was developed in close collaboration with Ethan Lee, FNA’s creator. Among other things, it resolves many back-end issues, makes the game run smoother at higher framerates and adds increased options for controller mapping and aspect ratio scaling.
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armedready: One of the main goals of Fez version 1.12 was to place the Mac and Windows PC versions of the game under a single codebase which would run on the open source FNA library. The update was developed in close collaboration with Ethan Lee, FNA’s creator.
So Linux doesn't exist for Polygon, eh? :\

The omission is especially blatant as Ethan 'flibit' Lee is arguably the most prominent Linux porter, along with Ryan 'Icculus' Gordon
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armedready: One of the main goals of Fez version 1.12 was to place the Mac and Windows PC versions of the game under a single codebase which would run on the open source FNA library. The update was developed in close collaboration with Ethan Lee, FNA’s creator.
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muntdefems: So Linux doesn't exist for Polygon, eh? :\

The omission is especially blatant as Ethan 'flibit' Lee is arguably the most prominent Linux porter, along with Ryan 'Icculus' Gordon
Maybe it's a oversight but just looked at it again & they haven't fixed it. It says Windows PC/Mac/Linux on the link under it
http://theinstructionlimit.com/fez-1-12 more detailed than Polygon ;)
Fez update is here WOOOOOOOOOOO

Patch 1.12 (22 August 2016)

The Linux version is in progress and will be added ASAP.

Major Features

Switched to FNA/SDL2 from MonoGame, which removes dependencies to OpenTK, and should result in better compatibility
Switched to libvorbisfile (instead of NVorbis) for music decoding, which results in better CPU performance of music decoding
Music files are precached in RAM instead of streamed from HDD, to avoid disk thrashing which caused cuts and skips
Game controller remapping has been rehauled and consolidated, now uniquely using SDL2's GameController API
Native support for any refresh rate, and lower CPU usage when using V-Sync, thereby removing the need for related launch options
Fully smooth rendering for any refresh rate, by using a mixture of variable timestep (for the camera and some entities) and fixed timestep interpolation (for Gomez)
Scale mode options (full aspect, pixel-perfect or supersampling from nearest multiple of 720p)
No more letterboxing or pillarboxing (black bars), unless omitting them would cause an aspect ratio mismatch for the screen/internal resolution combo

Minor Features

Map previews in save menu
Speedrun mode (--gotta-gomez-fast)
OpenGL calls are now done on a single thread to avoid driver-specific issues and crashes during loading
Added support for hardware geometry instancing for better rendering performance
Button icons match PS3 and PS4 controller face buttons when connected
Added PS4 light bar support for Linux
VSync, lighting, Steamworks support, single-threaded mode, controller deadzone and no-pause-on-lost-focus can be customized from in-game menu instead of launch options
Clouds fade during rotations in industrial world instead of popping in/out
Gomez walks to NPCs when talking to them instead of warping at their position
Talk animation for NPCs does not restart on successive dialogue lines
Some scenes of the 32-cube end cutscene have received minor polishing touches
Alt+Enter toggles fullscreen
MSAA (multisample anti-aliasing) is tentatively supported, but hidden behind the --msaa-option launch option (because it generates some artifacts and blurriness in-game)
Logger creates a new file for each run of the game, archives day-old (or more) logs to a zip file and cleans up month-old logs
Change to view rotation limits : there's a limit to how fast you can rotate after 2 successive rotations, but you don't have to wait until the last rotation is completely finished

Bug Fixes

Scripting fixes in 3D village to avoid a possible soft-lock
Fix to handling of the waterfall code entry, which should be a lot more consistent now
Fixes to the behavior of grabbing corner ledges, which prevents Gomez from clipping out of interior rooms
Finishing the game with all cubes found unlocks all abilities
Geezer will stand at the right spot in the 2D village no matter how fast you find him
Glow-bit planes fade out on secret passage doors instead of Gomez clipping through them
Zoom-through-the-sky level transitions with water are a bit less jarring
"Solved puzzle" jingle no longer cuts off in the crypt level
Fixed boiler room double-trigger of the secret resolved sound effect, and the camera becoming unconstrained
Fixed wall village floating planes, NPCs and art objects
Fixed that quick pause-unpause stopped music
Fixed secret passage doors checking for input in the pause menu
Fixed velocity lingering on as you attach to ladders, which made you attach too high on them
Fixed that vines made Gomez hug walls while moving (climbing)
Fixed issues with "impassable vines" where Gomez would clamp to them while trying to jump through vines
Fixed the DOT dialogue soft-lock when getting the achievement cube in Gomez's house
Fixed single-frame ground alignment vs. camera follow issue when landing and rotating at the same time
Ladder and vine grab behavior is now smoother, no more timer that prevented jump-grab-jump movement chains
Fixed activation of small warpgates, where it would falsely trigger when collecting 8 cube-bits nearby
Fixed one-frame disappearance of vertically looping levels when rotating
Changed how NPC rotation is handled so that they can never moonwalk
Fix to collision tiles for windmill level
Fixed culling issue with rotating level elements that caused disappearing vines
Fixed issues with yaw-rotating spinblocks and ledge-grab actions
Block puzzles no longer auto-solve themselves after changing save slots
Security question and unfold puzzles will detect the solution without having to rotate one more time
Removed check to collect cubes while in a warp gate transition to prevent cube duplication
Fixed that DOT speech doesn't lock the player when she speaks right as you come from a pan-down "continue game" transition
Nullified horizontal velocity when starting the "lower to straight ledge" action so you can't slide to the side and hold to thin air
Fixed Gomez alignment when coming out of the sewer pipe
Fixed the achievement (or map QR) anti-cube from short-circuiting level scripts that spawn and detect collection of anti-cubes based on input codes
Fixed boiler room out-of-bounds
Fixed issue with vibrating moving platforms and spawn points which made Gomez fall sometimes in the weightswitch puzzle room
Slowed down thumbstick movement in world map
Fixed areas where Gomez could fall forever in looping level
Removed explosive block that would reappear after reentering mine level
Fix for visual issue in industrial city star layers
Fix for crash in world map on Iris Pro GPUs
Water-level-changing sound now triggers on the first rotation of a water-raising/lowering valve
Allow stereoscopy on all saves if one save has it
Fix for ghosts objects (e.g. duplicated moving platforms) when closing the map and after rotations
Fixes to visual clarity in QUANTUM level (cleaner radius around Gomez)
Fixed puzzle skip for the tombstone puzzle and the 4-side puzzle
Fixed chest anticube duplication exploit
Fixed water height inconsistencies
Removed floating invisible block in QUANTUM level
Fixed camera unlocking issue in zu school
Fixed spacing around numbers in french localization text
Fixed water first-person transition glitches
Disabled achievement option if overlay is disabled
Fixed possible soft-lock when changing to first-person view in front of a tombstone, valve or timeswitch
Desktop display resolution used on first run instead of imposing 720p
Sound muted when "pause on lost focus" option is on, and focus is lost
Fixed alignment of Gomez's sprite when jumping with a bomb
Fix for falling through platforms in background mode
Grabbing to push crates no longer allowed when in background mode, since it causes weird visual issues
Fixed clipping through bombs in background mode
Entering "tunnels" by pressing up in a tunnel opening can no longer be triggered when Gomez is in background mode
Fixed a bug on respawn where the player would be appear to float in mid-air after rotating
Gomez's Z position is now more stable/predictable when he is sandwiched between two walls
Fixed situtations where Gomez would end up in the background after being adjusted to a ground position when rotating while overlapping a wall in an alcove (that's a mouthful)
Fixed situations where Gomez could wrap around ledges that weren't visible from the camera
Fixed respawn glitch that occured when last safe position was a ledge grab, and could cause Gomez to warp behind objects

Known Issues

Some Intel integrated GPU/drivers have an issue maintaining 60fps when VSync is enabled and might fall back to 30fps after moving from one area to another. The workaround is to disable VSync, or try updating to a newer driver (see : https://github.com/renaudbedard/fez-1.12-issues/issues/113 )
Since the game now uses SDL 2.0's DESKTOP_FULLSCREEN mode, there is no exclusive fullscreen mode supported and the game always assumes a presentation buffer that matches the screen's native resolution. This means that screenshots and video capture will use the screen's native resolution, whichever internal resolution the game is set to with video settings. (this is more of a "heads-up" than an issue since it will not be addressed)
PS3 controller not natively supported under Windows, unless you use 3rd party drivers and then you're on your own
So... is the game any good? It's been sitting in my games library for a long time, but I've never downloaded and tried it. Seems like the new, patched version would be a good opportunity... ?
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CharlesGrey: So... is the game any good? It's been sitting in my games library for a long time, but I've never downloaded and tried it. Seems like the new, patched version would be a good opportunity... ?
In short, yes, it is great.

PS: there was an update of the update
https://github.com/renaudbedard/fez-1.12-issues/wiki/1.12-Update-Changelog

is this available now also for gog?

PPS: if this is the last patch, an open source release would be great ;)
Post edited December 15, 2016 by shaddim
I've been eyeing this one for a while myself, seems like a good time to jump in for me too. Thanks for sharing.
Many thanks to Renaut Bedard for his continuing work. I really do hope he gets some sort of compensation for this.

Oh and yes: play Fez, regardless of what you may/may not think about Phil Fish.
I couldn't get into Fez. The game is rather gimmicky with its puzzles, such as using a real-world cellphone to read those black & white block codes. Probably a plus for other people, but not for me.
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