Sporbs
favorites
completed
151 ratings
Posted February 5, 2026. Updated April 2, 2026. Played 2318 times for a total of 1660 hours.
description
A nav-malfunction has dumped you and your crew in uncharted space. You decide to take refuge on a nearby planet. Instead of a rescue party, Head Office has a new directive: begin a full-scale harvest of the planet's mysterious, energy-dense organisms.
Sporbs is a satisfying incremental game with a corporate twist. Hover your cursor to extract resources and synthesise fuel cells to explore previously inaccessible sectors and earn your ticket home. Just remember—machinery doesn't need sleep, and efficiency will be rewarded.
Simply hover you mouse over organisms to harvest resources from them. No clicking needed. No timers.
Key Features
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Idle mechanics: You can unlock idle harvesting, and factory automation, so, you can sit back and watch those numbers go up
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Unique combo mode: When activated grants a multiplier to the resources harvested. Aim for higher value targets whilst in a combo to maximise your harvest
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Skill Tree Progression: Spend your resources on a massive skill tree to upgrade your extraction beams, influence organism spawn rates, automate your harvesting, and boost factory efficiency.
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The Fuel Factory & Offline Production: Deposit harvested Orbs and Spores to synthesise Fuel Cells. The factory features Offline Production, converting resources in the background even while the game is closed.
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Explore New Areas: Spend Fuel Cells to unlock new areas with higher organism densities and new organisms to harvest
Aesthetic & Atmosphere: Art, sfx and music made by me (No AI) :0
What's in the Demo?
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Over 130 Upgrades: A shortened version of the full-game skill tree.
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The Fuel Factory: Convert resources into fuel cells, used to travel to other areas and unlock powerful upgrades.
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5 Unique Zones: Unlock new environments and encounter new organisms.
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Corporate Narrative: Uncover the story through custom dialogue sequences.
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Atmospheric Audio: 3 unique, relaxing music tracks.
latest update
QOL + Performance Patch v1.0.10 April 9, 2026
Performance and QoL Patch
What changed:
- Screenshake is now adjustable with an intensity slider in settings.
- Added CRT filter control in settings.
- Added bloom control in settings.
- Updated materials to use GPU instancing where possible for better performance.
- Spent time investigating DX12 crash reports and applied stability-focused changes.
- Reduced explosion bass to improve audio balance.
- Improved combo visuals to make it feel better.
Thanks for the reports and feedback, it directly helped shape this patch.













newest comments
its taking so long bruh
developer response: Added some settings in recent patch to control CRT stuff! Hope thats better now
developer response: Awesome, glad to hear it! Thanks for checking back in and updating!
developer response: okay i think thats all fixed now! hopefully - let me know!
top comments
developer response: thanks for your feedback! Yeah, i think i need to add a secondary mechanic for the player to break up the monotony of harvesting, perhaps a secondary currency sink as a progression system for a bigger goal or something - any ideas?
Positives
+ Nice sense of scale with Normal -> Silver -> Gold -> Diamond variants.
+ I like that the active portion is always active, rather than timed sections.
+ Double upgrade tree is cool, and some nice variety in there to start.
+ Relaxing music, nice sfx.
+ Momentum mechanic gives a very nice ebb and flow to the gameplay.
So-Sos
~ The screen shake is a bit much for me towards the end. I'd prefer to have better control for this than just on/off though.
~ The art style is better than geometric shapes with some nice effects, but nothing to fawn over.
~ Feels a bit like the upgrade tree was padded out with "the previous upgrade, but better!" a bit too much.
Negatives
- It wasn't clear when I had enough orbs to get the next area, then when I realised I did, I didn't know what would happen. Would my progress be reset? Would this area carry on with the auto collectors? Felt like this needed a quick dialogue section to explain/prompt the player into it.
- Gameplay at the end isn't very different to gameplay at the start, the only difference is more stuff happens as a result of the same actions. Would've liked to have seen some additional goals creep into the game over time. e.g. Maybe temporary cracks open to a "hive" that you can continuously get orbs from while it's open? Or other kinds of organisms that you need specific upgrades or different equipment to harvest from?
- These both relate to this point: I stayed in the first area until I had maxed out the upgrade trees. When I made it to the next area and saw it hadn't been reset, I was a bit disappointed no new skills were unlocked with the new area, only more spawning of the same organisms.
Overall
It's a very nice 20-40 minute experience, but it would greatly benefit from some more variety in most areas, even for a demo.
developer response: Thank you so much for taking the time to write this - its extremely helpful.
- Great point re not clear enough when the player can progress into new areas, i had a hunch that using the same notification system that i use to notify when an upgrade is a available wouldn't be enough - ill do some testing using a quick dialogue sequence as a prompt
- yeah agree with the monotony, perhaps a secondary progression system would work well to break the gameplay up a tad. some bigger goal to aim for - i had reserved thinking too hard on this for the demo to keep scope low and make sure i actually delivered something, but its moved up my priority list !
Thank you again for your kind words and thoughtful feedback, really appreciate it <3
developer response: thanks so much for your kind words and feedback <3
yeh definetly agree with the areas, i'll have a think about how to make each one feel more distinct while trying to keep scope low.
When you say cumulative upgrade benefits, what would be useful for you as the player to see on this screen?
Thanks again
developer response: only one thing to do....
developer response: UPDATED REPLY: I added support for web saves now :)
ORIGINAL REPLY: Apologies, the web build doesn't support saving as I save to persistent data paths. if you play the demo on Steam, saving works just fine :) if there is enough want for it, i'll look into allowing save file import/export from web builds