
SPORE™
価格履歴
直近 36 か月 · 毎日更新価格は Steam 公式と 39 社の正規ストアを対象とし、正規の提示価格のみを集計しています。グラフは直近 36 か月について、週ごとの市場下限価格と Steam 公式価格を表示します。
価格履歴は米ドルで記録しています。表示金額は 2026-10-09 時点の欧州中央銀行レートで JPY に換算した参考値です。実際のお支払い額はストアのページをご確認ください。
01SPORE™について
SPORE™では、ひとつの細胞から銀河文明まで、自分の種族の歴史を形作ります。細胞、クリーチャー、部族、文明、宇宙という5段階があり、それぞれ異なる目標と遊び方を楽しめます。作成ツールでクリーチャー、乗り物、建物、宇宙船を設計し、宇宙での発展を決めていきます。 SPORE™はSteam PC向けのシングルプレイヤー作品です。 肯定的な評価は92%、レビュー数は67,062です。 インターフェース言語は英語、チェコ語、デンマーク語、ドイツ語、スペイン語、フィンランド語、フランス語、イタリア語、ハンガリー語、オランダ語、ノルウェー語、ポーランド語、ロシア語、スウェーデン語、ポルトガル語で示されます。 発売日は2008年12月19日です。
制作スタッフ
36か月間の最低記録
≈ ¥3152023-12-21 · EA Storeベースゲーム · 上の表と同じ記録。USDの履歴で、地域別Steam最安値ではありません。言語サポート
| 言語 | インターフェース | 字幕 | 音声 |
|---|---|---|---|
| 英語 | はい | — | — |
| チェコ語 | はい | — | — |
| デンマーク語 | はい | — | — |
さらに12言語を表示
| 言語 | インターフェース | 字幕 | 音声 |
|---|---|---|---|
| ドイツ語 | はい | — | — |
| スペイン語 | はい | — | — |
| フィンランド語 | はい | — | — |
| フランス語 | はい | — | — |
| イタリア語 | はい | — | — |
| ハンガリー語 | はい | — | — |
| オランダ語 | はい | — | — |
| ノルウェー語 | はい | — | — |
| ポーランド語 | はい | — | — |
| ロシア語 | はい | — | — |
| スウェーデン語 | はい | — | — |
| ポルトガル語 | はい | — | — |
Steam PC版データ · 2026-10-10
02購入前に
プレイモード
Steam PC版はシングルプレイヤーとして掲載され、細胞、クリーチャー、部族、文明、宇宙の5段階を進みます。
言語と操作
確認されたインターフェース言語は{supportedLanguages}で示されます。フル音声とコントローラー対応は記載されていません。
03よくある質問
SPORE™では何をしますか?
細胞から星間文明まで種を導き、クリーチャー、乗り物、建物、宇宙船を作ります。
SPORE™は協力プレイに対応しますか?
いいえ。提供されたカテゴリーではシングルプレイヤーのみ確認できます。
進化の段階は何ですか?
細胞、クリーチャー、部族、文明、宇宙の5段階です。
“A machine that brings any creature to life, wrapped in a five-act evolution — the joy is in building, not in finishing”
編集部の総評
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.
人気のSteamレビュー
原言語の選択 · 5件のレビューこの言語で選ばれた参考レビューには推薦と批判の両方があります。この選択は全体の肯定率を示すものではなく、意見はレビュー対象版に基づきます。
楽しいです ミジンコから始まり 最終的には宇宙の支配者にまでなれる。 説明が不十分なので ネットで調べて初めて気づく事が多いですね。 ただ日本語がやっぱほしいですね。steamは 海外在住の日本人に優しくないですね。 最近はすこし ましにはなりましたけど。 もっと日本語プリーズ!!!!すべて表示閉じる
This real i madeすべて表示閉じる
このゲームは本当に素晴らしいです!すべて表示閉じる
Ta wueno el juego, todavía arranca, ta wuenoすべて表示閉じる
出典:Steamユーザーの原文レビュー。参考票は保存されたスナップショットで、ライブデータではありません。最終収集:2026/08/15。