孢子

孢子

SPORE™是一款橫跨五個進化階段的單人遊戲,核心在於創造生物、載具、建築與星艦。以Steam的HK$ 139.00購買,適合想從細胞走向星際文明、並按自己步調發展物種的玩家。這裡與Steam的比較針對同一PC版本。

購買重點應放在創作工具,以及每個階段都能選擇不同道路的自由。留意頁面顯示的版本和已確認語言,讓Steam PC版符合你的遊玩計畫。

正在取得全網報價
92%Steam 玩家評分6.7萬 則評價84Metacritic/100
發售日期: Dec 19, 2008
God Game · Open World · Sandbox · Colony Sim · Simulation
·平台:Steam·香港 Steam 官方價~ HK$139.00去購買
SPORE Steam Altergift·平台:Steam·~ HK$273.57-49%起~ HK$140.55(~ $17.91)去購買
Spore EN/DE/FR/IT Global·平台:Steam·起~ HK$145.98(~ €16.60)去購買
Spore Origin Key GLOBAL·平台:EA App·起~ HK$154.99(~ $19.75)去購買
·平台:EA App·~ HK$156.87(~ $19.99)去購買
史低 ~ HK$15.62含 Steam 及第三方通路
正在取得全網報價
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$15.622023-12目前全網低價~ HK$139.00Steam距低價紀錄+790%
~ HK$62.70~ HK$97.23~ HK$131.76~ HK$166.2825-1026-0126-0426-0726-10~ HK$31.31

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

01關於孢子

SPORE™讓你從一個細胞發展到銀河文明,親手塑造屬於自己物種的歷史。細胞、生物、部落、文明與太空五個階段各有不同目標與風格。你可以使用創作工具設計生物、載具、建築和星艦,並決定物種如何在自己的宇宙中成長。 SPORE™的Steam PC版標示為單人遊戲。 好評率為92%,共有67,062則評價。 介面語言由英語、捷克語、丹麥語、德語、西班牙語、芬蘭語、法語、義大利語、匈牙利語、荷蘭語、挪威語、波蘭語、俄語、瑞典語和葡萄牙語表示。 發行日期為2008年12月19日。

製作團隊

威爾·萊特
首席設計師
威爾·萊特
美国游戏设计师
作曲
布莱恩·伊诺 · 克利夫·马丁内斯 · [Q7427343]
首席設計師
亚历克斯·哈钦森 · Chaim Gingold · Stone Librande · 索伦·约翰逊
開發
Maxis™
發行
Electronic Arts

Steam玩家評價

92%好評極度好評67,062 Steam評價

36個月內記錄的最低價

≈ HK$15.622023-12-21 · EA Store本體 · 與上方圖表相同的記錄;USD歷史,不是地區Steam最低價。

語言支援

語言介面字幕音訊
英語是——
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丹麥語是——
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西班牙語是——
芬蘭語是——
法語是——
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匈牙利語是——
荷蘭語是——
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Steam PC版資料 · 2026-10-10

02購買前

遊戲模式

Steam PC版標示為單人遊戲,包含細胞、生物、部落、文明與太空五個階段。

語言與操作

已確認的介面語言由{supportedLanguages}表示。資料未說明完整語音或控制器支援。

03常見問題

SPORE™怎麼玩?

你將一個物種從細胞帶到星際文明,並創造生物、載具、建築與星艦。

SPORE™支援合作模式嗎?

沒有。提供的分類只標示單人模式。

有哪些進化階段?

五個階段是細胞、生物、部落、文明與太空。

8.0
綜合評分
外部評分92%Steam 玩家評分6.7萬 則評價84Metacritic/100
畫面
8
音效
8.5
玩法
9
劇情
6
內容
7

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

評測總結

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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