SPORE™

SPORE™

SPORE™ est un jeu solo en cinq étapes évolutives, centré sur la création de créatures, véhicules, bâtiments et vaisseaux. À ≈ €15.98 chez Kinguin, il convient aux joueurs qui cherchent un voyage créatif, de la cellule à la civilisation interstellaire, et la liberté de faire évoluer une espèce à leur rythme. La comparaison avec Steam concerne la même édition PC.

Achetez-le principalement pour ses outils de création et la liberté de choisir différentes approches à chaque étape. Tenez compte de l’édition et des langues confirmées pour que la version Steam PC corresponde à votre projet de jeu. Standard s’active sur Steam ; Anglais, Tchèque, Danois, Allemand, Espagnol, Finnois, Français, Italien, Hongrois, Néerlandais, Norvégien, Polonais, Russe, Suédois et Portugais indique les langues d’interface confirmées pour cette version.

Chargement des offres en boutique
92%Évaluations Steam67,1 k évaluations84Metacritic/100
Sortie: Dec 19, 2008
God Game · Open World · Sandbox · Colony Sim · Simulation
SPORE Steam Altergift·Plateforme :Steam·~ €31.11-49%à partir de~ €15.98(~ $17.91)Acheter
Spore EN/DE/FR/IT Global·Plateforme :Steam·à partir de~ €16.60Acheter
Spore Origin Key GLOBAL·Plateforme :EA App·à partir de~ €17.62(~ $19.75)Acheter
·Plateforme :EA App·~ €19.99Acheter
Minimum historique ~ 1,78 €Steam et boutiques tierces compris
Chargement des offres en boutique
Prix souhaité
Définissez le prix souhaité. Une alerte sera envoyée lorsqu’une offre disponible dans la région choisie atteindra ce montant ou passera en dessous.

Historique des prix

36 derniers mois · mis à jour chaque jour
Minimum historique~ 1,78 €2023-12Minimum actuel toutes boutiques confondues~ 4,45 €EA Storepar rapport au minimum historique+150%
~ 7,13 €~ 11,06 €~ 14,98 €~ 18,91 €25-1026-0126-0426-0726-10~ 3,56 €

Les prix couvrent Steam et 39 boutiques agréées ; seules les offres vérifiées sont comptabilisées. La courbe montre les minimums hebdomadaires du marché et le prix officiel Steam sur les 36 derniers mois.

L’historique des prix est enregistré en USD. Les montants affichés sont convertis en EUR au taux BCE du 2026-10-09 et sont indicatifs ; la page de la boutique indique ce que vous payez réellement.

01À propos de SPORE™

SPORE™ vous mène d’une simple cellule à une civilisation galactique en vous laissant façonner l’histoire de votre espèce. Ses cinq étapes — cellule, créature, tribu, civilisation et espace — proposent des objectifs et des styles distincts. Les outils de création permettent de concevoir créatures, véhicules, bâtiments et vaisseaux, puis de décider de l’évolution de votre espèce dans l’univers. SPORE™ est indiqué comme jeu solo sur Steam pour PC. La part d’avis positifs est de 92% sur 67 062 avis. Les langues d’interface sont indiquées par Anglais, Tchèque, Danois, Allemand, Espagnol, Finnois, Français, Italien, Hongrois, Néerlandais, Norvégien, Polonais, Russe, Suédois et Portugais. Sorti le 19 décembre 2008.

Équipe

威爾·萊特
GAME DESIGNER PRINCIPAL
威爾·萊特
美国游戏设计师
Musique
布莱恩·伊诺 · 克利夫·马丁内斯 · [Q7427343]
Game designer principal
亚历克斯·哈钦森 · Chaim Gingold · Stone Librande · 索伦·约翰逊
Développeur
Maxis™
Éditeur
Electronic Arts

Avis de joueurs Steam

92%positiftrès positives67 062 Avis Steam

Plus bas relevé sur 36 mois

≈ 1,78 €2023-12-21 · EA StoreJeu de base · mêmes données que le tableau ci-dessus ; historique en USD, pas un plus bas régional Steam.

Langues prises en charge

LangueInterfaceSous-titresAudio
AnglaisOui——
TchèqueOui——
DanoisOui——
Afficher 12 langues supplémentaires
LangueInterfaceSous-titresAudio
AllemandOui——
EspagnolOui——
FinnoisOui——
FrançaisOui——
ItalienOui——
HongroisOui——
NéerlandaisOui——
NorvégienOui——
PolonaisOui——
RusseOui——
SuédoisOui——
PortugaisOui——

Données de l’édition Steam PC · 2026-10-10

02Avant d’acheter

Mode de jeu

La version Steam pour PC est indiquée comme une expérience solo couvrant cinq étapes : cellule, créature, tribu, civilisation et espace.

Langue et contrôle

Les langues d’interface confirmées sont représentées par {supportedLanguages}. L’audio intégral et la prise en charge d’une manette ne sont pas indiqués.

03Questions fréquentes

Que fait-on dans SPORE™ ?

Vous guidez une espèce de la cellule à la civilisation interstellaire et créez créatures, véhicules, bâtiments et vaisseaux.

SPORE™ propose-t-il un mode coopératif ?

Non. Les catégories fournies indiquent uniquement le mode solo.

Quelles sont les étapes de l’évolution ?

Les cinq étapes sont Cellule, Créature, Tribu, Civilisation et Espace.

8.0
Note globale
Notes externes92%Évaluations Steam67,1 k évaluations84Metacritic/100
Graphismes
8
Audio
8.5
Gameplay
9
Scénario
6
Contenu
7

“A machine that brings any creature to life, wrapped in a five-act evolution — the joy is in building, not in finishing”

Notre verdict

A brand-new IP that moved two million copies in three weeks

Drop Spore back into its 2008 coordinates and the commercial result is striking. This was no sequel, no adaptation — a wholly original IP built from scratch, and it still sold two million copies within three weeks of release and took home a Silver sales award from the UK's ELSPA. Behind that number sits Wright's pulling power as the father of The Sims, and the market draw of the concept itself: sculpt your way from a single cell to a galactic god. It poked at that itch everyone carries to play creator.

A new IP selling like that is no everyday event, in any era. It says the players of the day were genuinely set alight by the pitch: you weren't there to play a chosen-one hero, you were there to hand-design a species, a civilization, a universe. That "I get to be god" promise was Spore's sharpest marketing weapon and the root of why it detonated into conversation the moment it shipped. However the reputation later fractured, that opening roar is already written into the history books.

Metacritic 84: floored by the ambition, talked down by the depth

The critical line distills to "high score, with reservations." That Metacritic 84 is a telling number: it's high, which says the press were genuinely floored by Spore's ambition and its creation systems; it didn't crack 90, because nearly every outlet hit the brakes at the same spot — not enough gameplay depth. IGN gave it 8.8, and that "amazing product, not an amazing game" line became immortal; Eurogamer gave it a 9 yet said outright the first four stages "don't always play brilliantly, and they're too fleeting"; GameSpot's 8.0 came with the verdict that "individual gameplay elements are extremely simple." That collective ambivalence is itself the truest portrait of the game.

The interesting thing is that the split — floored by ambition, talked down by depth — is at bottom two measuring sticks at war. Hold up the ruler of "traditional game depth" and every Spore stage is shallow; hold up the ruler of "creator's toy plus sense of scale" and it stood near-unique in 2008. The press couldn't pick just one ruler, so the score landed at 84 — that "high, but not transcendent" mark that pins a game you love and regret in equal measure.

Who should buy it, and who should steer clear

So who is this game actually for? The answer is clear. If you're the sort who relishes creation for its own sake — who gets a bigger thrill from watching a creature you built take its first step than from finishing anything — Spore still has no real replacement; buy it blind. The kick of sculpting a creature, that creator's sense of scale, is its and its alone.

Flip it around: if what you want is the hardcore depth of one genre — you came for serious real-time strategy or deep 4X, with finishing and system mastery at the core of your fun — you'll most likely be let down. Every Spore stage is shallow; it will not satisfy your hunger for systemic depth. To put it plainly: if your gaming joy comes from drilling a system until you've mastered it, Spore will stonewall you at every turn; but if it comes from conjuring a thing out of nothing and watching it come alive, it hands you a satisfaction you'll find nowhere else. Asking yourself which kind of player you are, before you buy, is worth more than any score.

The stain it can't outrun: that DRM disaster

You cannot discuss Spore's place in history without putting one thing on the table: its DRM disaster. EA wrapped it in a copy protection called SecuROM that allowed activation on only three machines, where even a hardware upgrade could be ruled a "different computer" and silently burn an activation. Players were furious — on Amazon, 2,016 of 2,216 ratings gave it a single star, almost all aimed squarely at the DRM, one of the earliest large-scale review-bombings in the medium's history. More ironic still, the overzealous protection drove paying customers toward piracy, and Spore became 2008's most-downloaded pirated game. The episode is now widely credited as one of the turning points that pushed the whole PC industry off disc DRM and onto account-based digital distribution.

The Spore you buy on Steam today shed those shackles long ago, and EA eventually shipped clean, protection-free versions. But the history is worth keeping: it's a textbook case of a studio kneecapping a good game with its own bad call, and a reminder of how violently goodwill snaps back once it's been spent one too many times. A game that could have held a steadier reputation was dragged under by its own copy protection.

Hindsight proved it didn't misread the road

Last, a word on where Spore sits today. Its design philosophy — ship a set of powerful editors, then let procedural systems plus a community of millions generate the actual content — has been borne out again and again since. No Man's Sky took its procedural generation and galactic-scale exploration to the limit; Minecraft turned "content made by players" into one of the most successful games ever built. From that vantage, Spore's standing in design history towers over the 84 its score froze at.

It may not be a game polished to a shine on every front, but it was a wildly bold, wildly early experiment that proved one thing: a game's value can be defined chiefly by the creativity of its players.

The 92% positive rating on Steam more than a decade later — across some 65,000 reviews — is the finest footnote to all of it. For anyone who truly wants to play creator, depth was never the point. The first step your hand-built creature takes — that was always the point, and it remains the one thing Spore does that nobody has bettered since.

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