The Creature Stage is played from a third-person perspective, allowing the player’s creature to roam freely in an open-world environment. While exploring, the creature may encounter and interact with randomly-selected creatures and flora, as well as various objects such as rocks, sticks, and natural features like spice geysers.
The primary objective of the Creature Stage is to earn DNA points by either befriending or hunting other species, all while gradually increasing the creature’s brain size. The stage concludes once the creature achieves sapience and gives the option to advance to the following stage, Tribal Stage.
Progression[]
Before entering this stage, players who completed the Cell Stage can edit their cell into a proper creature using the Early Creature Creator. Besides being limited to cell parts, players can now add legs or leave the creature as a slug. Once editing is complete, the species emerges from the water, calls its members ashore, and establishes a nest on land.
Progression in this stage is driven by earning DNA points through interactions with other creatures. These points can be spent in the Creature Creator to add new parts, with higher-level parts providing stronger stats to overcome stronger creatures. Gaining a certain amount of DNA will increase the creature’s brain size, which in turn increases health, body size, and pack member slots. At a certain point in the game's progression after exiting the Creature Creator, the player’s species will start emigrating to a new nest of the continent, prompting a new mission to complete. Reuniting with them grants bonus DNA points and a bigger nest to inhabit.
Once the creature’s brain reaches a sufficient size and sapience is achieved, the player can advance to the Tribal Stage.
Creatures[]
Creatures can be dealt with by befriending them or exterminating them, which every time a creature is befriended or killed, the player's creature gains DNA. Upon befriending the species into alliance or making them extinct, it will give extra DNA. Befriending creatures will allow to recruit them to the pack if there is an empty slot for the pack. Whether the creature's nest is alliied or extinct, the player's creature can be healed around it. Befriending different types of creatures also have their own unique effects; befriending alphas will give the player a new part, but takes longer since there's more sections of the semicircle in the socialization process, and hardest of all, rogues will award 100 DNA. However, epic creatures cannot be socialized under any circumstances, but can be instantly allied if the player befriended the epic's equivalent species. However, the chances of finding a species as a normal creature and an Epic are very low, considering how many creatures there are.
Creatures have relationship with others and how they will perceive each other. The diet of each creature determines its relationships with others. Herbivores are generally curious, carnivores are usually annoyed or hostile, and omnivores are assigned randomly, though their stats can also influence the outcome. The game’s difficulty can also affect these relationships: on easy difficulty, creatures are typically assigned an annoyed relationship, while on medium or hard difficulties, creatures at level 2 or higher are more likely to be hostile.
Level 1 creatures will have no more than 1 social and 2 combat skills. They would be very likely an early creature. On every difficulty, they won't be hostile but instead annoyed.
Level 2 creatures must have at least 2 social points. NPC creatures will gain the ability to lay eggs and raise babies.
Level 3 creatures must have at least 7 points in both stats or 5 points in social or combat. They may gather in groups to patrol and find water to drink.
Level 4 creatures must have either 18 stats or one higher stat than 11.
There are also different types of creatures that can be encountered; one of them have in common in being stronger, uncommon, and solitary unlike nest creatures:
Rogue creatures - A creature with a mixture of having very high social and combat skills will likely make a creature spawn as a rogue creature. They have 250 health by default. Befriending them only takes a single socialization to become allies.
Epic creatures - An enormous and hostile creature. They have 1,000 health and can kill a single creature in one hit. Killing one will award the player with the Epic Killer achievement. However, if the player has allied with a nest creature that matches the species of the epic creature, it will becomes an ally with the player.
Events[]
Sometimes in the Creature Stage, one of several events may occur. Major events cause a more intense version of the battle music to play, and nearby creatures will flee in terror.
Meteor Shower - This happens in the middle of the Creature Stage. There will be a flash on the screen, and a large meteor will fall to the ground, and when it crashes, it will break into pieces, which will rain down on the planet. Other creatures will run around in terror. This has no visible effect on the planet, but if a meteorite hits the player's creature, it will take 1 damage and be temporarily stunned. The meteor shower can be indicated by creatures suddenly jump and start running around in fear. Music is similar to the music that plays when fighting with another creature as well, albeit more intense.
Spaceship- In the middle of the game, a spaceship will appear in the sky, fly around and randomly abduct other creatures, who will run in panic while the ship is nearby. Clicking on the spaceship will add it to the saved game's Sporepedia.
Rain - An uncommon graphical effect. The rain, lightning and hear thunderclaps are seen when it is raining. Sunbeams may travel through the clouds. Apart from this, it has no other effect. Creatures sometimes run to shelter underneath trees.
The abilities of the creature depend on the parts added in the Creature Editor. There are 4 combat abilities, 4 social abilities, and 5 movement abilities.
Icon
Name
Max Stats
Description
Abilities
23
General abilities such as Sight or Mating Call.
Sight
1
Allows the creature to clearly see its surroundings. No sight shrinks the visible area.
Sneak
5
Move about undetected with camouflage. Higher levels allow it to get closer to creatures before they see it.
Jump
5
Spring into the air to traverse steep terrain.
Glide
5
Wings give a limited form of flight. Higher levels allow it to stay airborne longer.
Graspers
1
Hands allow creatures to pick up objects in the world.
Mating Call
1
Potential mates will reply from any distance, helping to navigate home. Granted by all mouths. If there are no creatures at your nest, using this spawns one (for example, when trying to form a pack before migration).
Sprint
5
Allows the creature to move faster for a short period of time.
Attack
20
Aggressive actions meant to harm other creatures.
Bite
5
An average-strength attack with a short cooldown time, granted by all mouths.
Charge
5
A weak attack that stuns an enemy, usable only from range. It has a long cooldown. Most feet, especially hooves, as well as horn-like weapons, upgrade this attack.
Strike
5
Hands and spikes make for a powerful attack with a long cooldown. The only distinguishing feature is that this attack can hit more than one target at a time.
Spit
5
Spits out a purple liquid. The only ranged option, it has a medium cooldown and low damage over time, but will stun the target if it is attempting to charge.
Social
20
Social actions meant to impress and befriend other creatures.
Sing
5
Makes the creature sing to the selected target. Any mouth (except for the mechanical mouths) lets you sing, but some are more vocal than others.
Dance
5
Makes the creature dance for the selected target. Better dancing requires specialized feet.
Charm
5
Makes the creature charm the selected target. Fur, feathers, and other accessories help with this ability.
Pose
5
Makes the creature pose for the selected target. Adding hands to your creatures lets them pose.
Speed
5
Adding feet and other parts increases a creature's speed.
Health
5
Various parts decrease vulnerability to attacks. As brain size increases, so does overall health.
Diet
N/A
Carnivores can eat meat, herbivores can eat plants, and omnivores can eat both.
Early Creature Creator parts[]
Parts in the Early Creature Creator are the same parts that were available in the Cell Stage. When constructing a creature in the Creature Stage these parts are only available at the very beginning of the stage; if you have evolved your creature from the Cell Stage then only the parts that you unlocked in the Cell stage are available. The abilities the parts give in the Creature Stage are somewhat related to their function in the Cell Stage.
Note: If the player's creature has a mouth with a different diet to that which it gained via card at the end of Cell Stage (Carnivore with Proboscis or Filter Mouth, Herbivore with Proboscis or Jaw, or Omnivore with Filter Mouth or Jaw), it can have a different diet to the card, allowing the creature to eat food of any type, although this will not affect the different types of mouths it can gain as new parts.
Style
Tier 1
Tier 2
Tier 3
Cell mouths
Filter Mouth 15 Herbivore Mating Call Bite 1 Sing 1
A creature with its pack members, including 2 Rogue creatures.
To start with, the player cannot befriend a hostile species (represented by an angry red face) unless the player utilizes the Siren Songconsequence ability to gain allowance to socialize with species temporarily. The relationship of species must range at "Annoyed" (as shown with angry orange face) or higher to be befriendable.
The socialization with species can be accomplished by approaching said species, entering the social stance, clicking on it, and asking to socialize. A semicircle divided by bars will appear, with the relationship of the species above it.
The opponent creature will then randomly and selectively start singing, dancing, charming, or posing, depending on their level of that ability (and also if they even have said ability), and fill up the section(s) of the semicircle in purple on the right side. Mimicking the said creature's ability will fill the semicircle on the left side in purple, however in the contrary, choosing the discrete ability will fill the semicircle less, and leaves the opponent creature disappointed. Failing to impress the opponent after the opponent has filled their half of the semicircle will end the socialization and disappoints the creature. Note that it doesn't affect the relationship and can still be impressed again.
Depending on the level of the creature's species, the opponent will call its nest-mates nearby to assist and will affect the player's power to impress. The higher of socializing abilities' levels may also influence the strength of socializing; higher socialization abilities will weaken the lower socializing abilities of opponent. Having the pack members to the side can assist the player to impress the opponent more easily and doubles the player's socializing powers, if the pack member has that socializing ability.
After successfully impressing the creature, that creature will be befriended and have a yellow star surrounding the relationship face. Trying to ask that creature to socialize again won't start the socialization process. Befriending 2 nest creatures will convert them to friends (blue smiley face), and 3 times to allies (green smiley face). Additionally, allies can be also added to the player's pack by socializing with them if there's any room left.
Strategy[]
Press expand to show
Creature Creator[]
If you start from the Cell Stage, you can choose your creature's diet in the Early Creature Creator. At the very end just put a Jaw and Filter Mouth on whilst in the Early Creature Creator, don't remove them and you will become an Omnivore even if you were previously a Herbivore or Carnivore (the trait card remains, though). Alternatively, give yourself a proboscis.
Removing joints from limbs so that they become double-jointed saves a lot of DNA. You can do this by holding Ctrl and clicking the joint closest to the foot. However this will affect the animation the creature makes when using them.
5 DNA points can be saved by keeping an eye from the Cell Stage and not trading in for an eye from this stage. All eyes have equal functionality.
When in the editor, try to remember that when you can't afford a more advanced part to replace another, that you'll gain DNA points by selling the older part. Removing a part gives a full refund.
Finding parts[]
Different body parts are found in bone piles scattered around the world.
If you have a certain part on your creature, newly discovered parts are more likely to be an upgraded version of the parts your creature currently has. For instance: if you want more mouth choices, choose a low-level mouth and then look for bone piles to find upgraded versions of that mouth.
If you happen to come across a crashed spaceship, there are usually strong parts nearby.
Use the Sneak ability to steal from an Epic's giant bone pile. Epics cannot detect sneaking creatures, no matter how close. Looting parts from bone piles does not instantly turn off Sneak.
Surviving[]
When your creature is hungry and you can't find food, return to the nest and mate. Your offspring's hunger bar will be completely full.
When meteors fall from the sky, don't run around in circles -- watch for the shadows and avoid them.
Swimming too far out into the ocean results in instant death by being eaten. Look for when the water becomes darker on the minimap to avoid this.
If your creature has hands, they can pick food from tall trees, or pick up items and throw them. Sticks do nothing but annoy the creature you throw them at (even your own species), while shells and rocks will stun them for a little while. You can save some throwing items by placing them at your nest. If a tree happens to be too tall for you to grab the fruit from it, then pick something up and throw it at the fruit.
Socializing[]
The further into the Creature Stage you go, the more you'll notice that when trying to socialize with another creature, they'll call their other members to socialize with them. An easy way to stop this is to just walk near the creature you want to socialize. Notice how they walk away if you get too close. Use this to "push" them away from their nest to socialize with them more easily.
More powerful than the average creature are Alphas. They have 25% more health compared to normal creatures. It takes one more turn to socialize with an Alpha than with a normal creature.
Socialize and hunt in turns of one generation. Put lots of socializing parts on your creature and convince a few powerful allies to follow you. Rogue creatures would be ideal for this, but getting them into your pack (or even finding them) is fairly difficult. Once they are in your pack, they can be used for some serious warfare. Now you need to get ready for hunting by evolving from a singer into a killer. Once again optimize your creature for killing. Your pack will still follow you after you hatch. With enough DNA, you can evolve a creature level 5 in both combat and social.
If you are a herbivore with a lot of DNA but no new body parts, buy weapons or health parts; you never know if a moving pack of predators might find you and attack.
Remember that by using Siren Song if you are a herbivore, you can neutralize creatures that feel negatively toward you, and make it much easier to ally rogues, however you will need to use it again to get them in your pack. Siren Song also lets you befriend hostile creatures.
The Siren Song doesn't just help with socialization, but if your creature is about to be killed, you can use it to stop your enemies from killing you, giving you enough time to flee from them or ally with them.
Avoid creatures with the angry red face -- species that hate yours for no reason (or because in the past you killed a baby of the species or ate an egg). Instead, look for those you can have a better relationship with.
Always look for Rogues, they are invaluable with high-end socializing. Plus, if a creature attacks the Rogue, it can take far more hits than any other creature, save an Epic.
Try to socialize with creatures who have many weapon parts. If the creature has too many weapon parts, there may be little room for social parts making the creature easy to ally with. While you won't gain much DNA, it will make an easier social game and add more powerful creatures to your pack.
The Omnivore consequence ability Summon Flock can help when befriending. Pack members also help, depending on what level socialization parts they possess.
Fighting[]
A good way to enter a fight is to use Spit at your target, then wait for them to come within a reasonable distance, then hit them with a Charge and follow up with a Strike and a Bite. You're less likely to miss the Charge because your target is coming straight at you. If the creature has wings, the charge can miss if they jump and fly. Spit rarely misses, because sometimes it will go in a zigzag pattern instead of a normal pattern. You can also lure an enemy to your nest using Spit, and your nestmates will kill them for you.
This is a useful strategy for killing Epics, which give a very large amount of food and DNA points.
If your target is running away, use your spit ability to provoke them to attack. Also, spitting at a creature that is trying to fly away will temporarily disable its ability to fly (for about 5-10 seconds or so).
When using spit, remember that it helps to be on the same terrain level as your target.
When a creature comes charging at you, spit at it and it will be stunned instead, and the charge will not hurt you.
To kill a creature stronger than you, lure it close to your home nest, spit at it, sprint to your nest and the other members of your species will help you quickly kill it.
Alpha creatures will give you new parts and will have a star depending on the level of the creature and will give a part depending on the star number. The numbers go from 1 to 5.
Take advantage of a UFO event to take on strong creatures are too distracted and frightened to fight back.
When fleeing from a battle, switch to Social Stance, pause the game, and double click on your pack members. When you unpause the game, your creature will beckon its pack members to follow it, and they will run away from the fight.
When your evolution bar is full, you can still get DNA points for allying or killing a species, but the amount you receive will be substantially reduced (unless the species is either a forty-HP species that started out unfriendly or is a Rogue).
When you reach the Tribal Stage, your creatures will sometimes use their natural abilities to fight, so attach the strongest fighting abilities you can when you're about to evolve, but don't get rid of social abilities, they can help a lot in allying rival tribes. Furthermore, in Spore Galactic Adventures all natural abilities are used, so a balance might be useful.
Any creatures of another species a creature has in its pack at the time they evolve to the Tribal Stage will automatically start out as pets. This might save a small amount of time at the start as the player doesn't need to domesticate animals if they take them from the Creature Stage. This is another reason to ally Rogues as having even just one Rogue in your pet pen is great for both keeping out Wild animals trying to steal your food or eating your babies, and fighting off small raiding parties trying to take advantage of you being distracted.
When your species evolves into a tribe, it will not matter much what mouth you have, fruits are abundant and easy to gather, meat needs to be hunted, eggs (from pets) are for both and if a herbivore fishes at a fishing spot they will collect seaweed instead.
Find a nest near the ocean (but not on the shore) before you advance into the Tribal Stage. This is extremely useful later in Civilization Stage and also useful in Tribal Stage.
Slugger - Finish Creature Stage without ever evolving legs.
Trivia[]
The Creature Stage's menu icon appears to be Singwon with a different pelt.
When advancinng to the Tribe Stage, the cinematic and music that plays are both a reference to the movie 2001: A Space Odyssey.
There seems to be no concept of separate genders in Creature Stage. All creatures seem to be able to lay eggs. However, in the Space Stage, some members of your species will have male voices, while others have female.
There was a large argument over letting the player enter a mating minigame in which they would have to seduce and impregnate another member of their species. This was also carried onto a smaller debate on allowing players to obtain new parts and skills through crossbreeding with other species.
Sometimes, if you evolve a creature without legs, it will seem much bigger than the other creatures in your nest.
The music that plays when you claim a new nest is the same music from SpongeBob SquarePants which can be found on the Association Production Music or APM for short.