
A WORD FROM PHIL:
FEZ was released a year ago today. A fact i find impossible to believe. But i’ve checked the calendar. I’ve done the math, and it adds up.
FEZ was released a year ago today.
A year ago i was in tennessee with my girlfriend. Today, i am in tennessee with my girlfriend. (things have been weirdly symmetrical like that lately) But life couldn’t be more different now. It’s been a truly transformative year. Suddenly becoming so loved and so hated by so many teaches you some humility. Or at least some things you didn’t know about yourself. I feel like a different person now. A much, much less crazy person. A much happier person. It’s been a fantastic year.
Thank you for that!
The game really found its audience (or the audience found it?). Everyday we get far more love mail than hate mail. Every other day people send us fan art, or a picture of a gomez cake, or a quilt they made, a Drawing, a plushie. seeing people’s notebooks filled with deconstructions of the puzzles and mysteries i had so much fun putting together has been a particularly rewarding experience.
Thank you for that!
Since it came out last year, FEZ has now sold 200,000 units on XBLA alone. Which is completely fucking crazy when you think about it.
Thank you for that!
And now we’re gearing up for the PC release on may 1st, where we’re hoping the game will reach more people than ever before! We’re super excited to finally set the game free on all these other platforms. If you haven’t played it yet, i hope you will! (steal it if you must!)
Thank you in advance for that!
But most importantly, the success of the game is allowing me to take my time to consider my next move and spend years driving myself crazy trying to make something beautiful so you can run around in it.
Something few of us can afford.
Thank you for THAT.
//
A WORD FROM RENAUD:
Even though I left Polytron a while ago, FEZ is that kind of elastic string that pulls you back every once in a while.
I’ve been hard at work on the PC version and I’m very happy that the game will finally reach a broader audience.
Working on FEZ has been equal parts amazing and terrifying, but it’s completely overwhelming to see what it has become and how many people it’s touched. It was such an amazing luck to meet Phil five and a half years ago, and what a ride it’s been.
Thanks a million for your support and touching emails; even though we’ve been pretty crappy at answering emails, we do read a whole lot of them!
And thanks for enjoying the game.