Single Resource Loop
One thing to mine. No micro-economy. Spore powers everything.
Features
Bio-Op is built around a simple promise: two factions that play completely differently. No reskins. No copy-paste tech trees. Every system says the same thing: Erase or Transform.

Economy
One thing to mine. No micro-economy. Spore powers everything.
Tier 1 common, Tier 2 valuable, Tier 3 crystalline. Risk vs reward.
Spore tiles regenerate. They expand. The map shifts under you.


Same job. Completely different rhythm.
Combat
| UNCC | Hive | |
|---|---|---|
| Total Units | 10 | 10 |
| Play Style | Ranged, formation, disciplined | Melee, swarm, organic |
| Super Unit | Titan Walker (railgun mech) | The Maw (burrowing horror) |
| Weakness | Brittle without supply | Slow to mobilise cold |

Disciplined rifle line. The spine of every push.

Capital-class railgun mech. Anchors the map.

Calls in superweapons. Defend at all costs.

Spore-touched zealot. Cheap, fast, infectious.

Bio-vehicle. Carries the Choir into close range.

Grows infantry from Spore. Pulses, then births.
Strategy
Research
Each faction has six research branches. You'll only finish three or four in a match, your picks define your army and your weaknesses.
UNCC Research
Titan Walker
Unlocks super-heavy capital walker with twin railguns.
Composite Armor
Layered plating that shrugs off small-arms and acid.
Phosphorus Rounds
Incendiary ammunition that burns Hive flesh and creep.
Orbital Recon
Live satellite sweep reveals enemy positions briefly.
Drop Pod Logistics
Faster reinforcements anywhere on the map.
Engineering Corps
Build, repair, and fortify positions at speed.
HIVE Research
The Maw
Awakens the titan-class devourer from beneath the crust.
Hyper Mutation
Strains evolve mid-battle, gaining new traits each wave.
Spore Veins
Creep spreads faster, healing units that stand on it.
Hive Mind
Coordinated attacks. Drones share sight and pain.
Mass Conversion
Turn enemy corpses into your own swarm.
Bone Plating
Calcified hide that resists ballistic and fire damage.
Support Powers
Earn Op Points from kills and objectives. Spend them on paratrooper drops, bile rain, artillery, burrow swarms, twelve powers that turn fights in seconds.
UNCC Powers
Paratrooper Drop
Drop a squad of marines anywhere you have vision.
Artillery Strike
Long-range barrage on a marked target area.
Medevac
Pull a wounded squad out of the fight and heal them.
Bunker Drop
Deploy a prefab garrisoned bunker on-site.
Spy Satellite
Reveal a wide zone of the map for thirty seconds.
Tactical Nuke
Erase everything inside the blast radius.
HIVE Powers
Spore Bloom
Detonate a creep node into a cloud of choking spores.
Burrow Swarm
Swarm tunnels under defenses and erupts behind the line.
Bile Rain
Acid mortar that melts armor and structures.
Frenzy
Nearby drones move and attack faster for a short burst.
Whispers
Briefly turn enemy infantry against their own line.
Mass Awakening
Every dormant pod within range hatches at once.

One superweapon per match. The Purifier Strike erases everything it touches. The Bloom Event turns the same ground into Hive territory forever. Both rewrite the map.
Story
Sixteen missions. Eight on each side. Real consequences, what you do in a UNCC mission shows up six missions later when you play the Hive answer. Characters who remember. And, underneath the war, the Spore is starting to wake up.

UNCC field commander. Holds the line, even when she shouldn't.

Lead scientist on the Containment Council. Knows too much.

The Hive's collective voice. It has been waiting.
Multiplayer
Skirmish vs AI ships in V1. Ranked 1v1 follows in V1.1. 2v2 lands in V1.2 once the balance is honest.
Single-player launches first. Multiplayer follows after the campaign ships.
The Spore

Both factions believe they are saving humanity. Only one can be right. Both might be wrong.