$19.99SPORE™ Build a creature, then a galaxy
Shape silly creatures, watch them grow into civilizations, and steer their story from tidepool to the stars at your own pace.
Is SPORE™ worth it?
SPORE™ is worth it if…
- you like shaping your own creatures, buildings and vehicles
- you like games that change genre every few hours
- you want something colorful, funny and family friendly
- you like exploring space and meeting alien species
Screenshots
From tidepool cell to land creature
You start as a tiny cell, eating, dodging bigger cells and growing legs for land if you last. Then you are out walking on stubby homemade limbs, hunting other nests or singing at them to make friends. The look stays cartoony and colorful, and the wide-eyed little guys sell the comedy without a word.
Tribes and cities that remember you
Later you guide the whole group instead of one animal. In the civilization stage you lay out cities, manage happiness and income, and design your own land, sea and air vehicles to buy out or knock over rival cities. Being friendly or aggressive earlier opens different paths here, so a bully cell can grow into a warlike nation.
A galaxy built for exploring
The space stage hands you a starship you designed and a whole galaxy of planets to visit. You scan new worlds, found colonies, trade, take on missions and meet strange alien empires. It is the longest and loosest part, good for wandering from star to star and watching your own creations pop up on other planets. Expect resource management and diplomacy rather than hard simulation: keep fuel and funds topped up and most trouble stays solvable.
Creation tools that do the heavy lifting
The other half of the game is the workshop. You sculpt creatures part by part, then later shape tribal outfits, buildings, vehicles and starships with simple drag-and-drop tools. Since everything from amoeba to cruiser is yours, the universe feels personal in a way few strategy or simulation games manage.
What else should you know?
How long is each stage?
Think of five small games chained together. The cell and creature sections teach eating, fighting and befriending, tribe and civilization add base-building and vehicle combat over rival towns, and space opens into long exploration with colonies, trade and missions. You can start from the tidepool and play the full chain, or begin later as a tribe or civilization on a new planet.
What do my earlier choices change?
How you survive matters later. Eating meat or plants, fighting or befriending other species, and favoring war or peace as a tribe nudges what bonuses and paths you get in the next stage. It is light-touch rather than punishing, more a nudge toward carnivore or charmer, warrior or diplomat, than a failed run.
Is the creature creator really that central?
Yes. Almost everything walks, drives or flies out of those tools, from a wobbling cell with borrowed eyes to tribal clothes, city buildings, cars, boats, planes and starships. Designs also affect stats like speed, attack and social skill, so the silliest monster still has to work. That mix of comedy and function is why people keep opening it for one more creature.

















