SPORE™

SPORE™

SPORE™ è un gioco per giocatore singolo diviso in cinque fasi evolutive, con il suo centro nelle creazioni di creature, veicoli, edifici e astronavi. A €2.97 su GAMIVO, è adatto a chi cerca un viaggio creativo dalla cellula alla civiltà interstellare e la libertà di far crescere una specie al proprio ritmo. Il confronto con Steam riguarda la stessa edizione PC.

Acquistalo soprattutto per gli strumenti creativi e per la libertà di seguire approcci diversi nelle varie fasi. Considera l’edizione e le lingue confermate, così la versione Steam PC corrisponde al tuo piano di gioco. Con Steam a 19,99 € e 17,02 € di risparmio rispetto a questa offerta, €2.97 su GAMIVO costa meno per una partita in singolo.

Caricamento delle offerte dei negozi
92%Recensioni Steam67,2K recensioni84Metacritic/100
Uscita: Dec 19, 2008
God Game · Open World · Sandbox · Colony Sim · Simulation
Spore - EN/DE/FR/IT Global·Piattaforma:Steam·-85%da~ €2.97Risparmi 17,02 € rispetto a SteamAcquista
SPORE Steam Altergift·Piattaforma:Steam·~ €29.99-46%da~ €16.09Acquista
Spore Origin Key GLOBAL·Piattaforma:EA App·-12%da~ €17.61(~ $19.75)Acquista
·Piattaforma:Steam·Prezzo Steam ufficiale per Germania~ 19,99 €Acquista
·Piattaforma:EA App·~ €19.99Acquista
Spore EA App CD Key·Piattaforma:EA App·da~ €27.12Acquista
Minimo storico ~ 1,77 €Include Steam e negozi di terze parti
Caricamento delle offerte dei negozi
Prezzo desiderato
Dopo l'attivazione, ricevi un'e-mail quando un'offerta disponibile nella regione scelta raggiunge o scende sotto il prezzo obiettivo.

Storico prezzi

Ultimi 36 mesi · aggiornato ogni giorno
Minimo storico~ 1,77 €2023-12Minimo attuale tra i negozi~ 2,97 €GAMIVOrispetto al minimo storico+68%
~ 7,13 €~ 11,05 €~ 14,97 €~ 18,89 €25-1026-0126-0426-0726-10~ 3,56 €

I prezzi coprono Steam e 39 negozi autorizzati; contano solo le offerte regolari. Il grafico mostra i minimi settimanali di mercato e il prezzo ufficiale Steam negli ultimi 36 mesi.

Lo storico prezzi è registrato in dollari. Gli importi mostrati sono convertiti in EUR al tasso BCE del 2026-10-20 e sono indicativi; quello che paghi davvero è indicato sulla pagina del negozio.

01Informazioni su SPORE™

SPORE™ ti porta da una singola cellula a una civiltà galattica, lasciandoti plasmare la storia della tua specie. Le cinque fasi — cellula, creatura, tribù, civiltà e spazio — propongono obiettivi e stili diversi. Gli strumenti di creazione permettono di progettare creature, veicoli, edifici e astronavi, decidendo come la specie cresce nel proprio universo. SPORE™ è indicato come esperienza per giocatore singolo su Steam per PC. La percentuale positiva è 92% su 67.161 recensioni. Le lingue dell’interfaccia sono rappresentate da Inglese, Ceco, Danese, Tedesco, Spagnolo, Finlandese, Francese, Italiano, Ungherese, Olandese, Norvegese, Polacco, Russo, Svedese e Portoghese. Pubblicato il 19 dicembre 2008.

Team

威爾·萊特
LEAD DESIGNER
威爾·萊特
美国游戏设计师
Musiche
布莱恩·伊诺 · 克利夫·马丁内斯 · [Q7427343]
Lead designer
亚历克斯·哈钦森 · Chaim Gingold · Stone Librande · 索伦·约翰逊
Sviluppatore
Maxis™
Editore
Electronic Arts

Recensioni dei giocatori Steam

92%positiveMolto positive67.161 Recensioni Steam

Minimo registrato negli ultimi 36 mesi

≈ 1,77 €2023-12-21 · EA StoreGioco base · stessi dati della tabella sopra; storico in USD, non minimo regionale Steam.

Lingue supportate

LinguaInterfacciaSottotitoliAudio
IngleseSì——
CecoSì——
DaneseSì——
Mostra altre 12 lingue
LinguaInterfacciaSottotitoliAudio
TedescoSì——
SpagnoloSì——
FinlandeseSì——
FranceseSì——
ItalianoSì——
UnghereseSì——
OlandeseSì——
NorvegeseSì——
PolaccoSì——
RussoSì——
SvedeseSì——
PortogheseSì——

Dati dell’edizione Steam PC · 2026-10-21

02Prima di acquistare

Modalità di gioco

La versione Steam per PC è indicata come esperienza per giocatore singolo e comprende cinque fasi: cellula, creatura, tribù, civiltà e spazio.

Lingua e controllo

Le lingue dell’interfaccia confermate sono rappresentate da {supportedLanguages}. Audio completo e supporto al controller non sono specificati.

03Domande frequenti

Cosa si fa in SPORE™?

Guidi una specie dalla cellula a una civiltà interstellare e crei creature, veicoli, edifici e astronavi.

SPORE™ supporta la cooperativa?

No. Le categorie fornite indicano solo il giocatore singolo.

Quali sono le fasi evolutive?

Le cinque fasi sono cellula, creatura, tribù, civiltà e spazio.

8.0
Voto complessivo
Valutazioni esterne92%Recensioni Steam67,2K recensioni84Metacritic/100
Grafica
8
Audio
8.5
Gameplay
9
Storia
6
Contenuti
7

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

Il nostro verdetto

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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