
Design real rocket engines with real physics, no black boxes. You're an underpaid engineer at Mecodyne, building engines that fire only if they'd work for real, without regard for your safety. A serious engineering sim that teaches by doing. Built solo.
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About
A realistic rocket engine sim where every test that misses teaches you something real.
You're an underpaid engineer at Mecodyne, the kind of propulsion company that ships rockets aggressively and has opinions about your eyebrows. On your first day you accidentally fire up a Vulcain 1 on your coworker's workstation. The graphs come alive. The Vulcain runs. You probably shouldn't be doing this.
From there, you design real rocket engines using actual physics: cold-gas thrusters, gas generators, full pump-fed turbopump beasts. Combustion. Fluid dynamics. Heat transfer. Component-level engineering. Twist an injector orifice and the chamber pressure curve responds in real time. Tighten the cooling channels and watch the thermal margin shrink. Reshape the nozzle and see what it does to Isp.
It's a sim that won't lie to you. Nothing is a black box, and if your design wouldn't work in real life, it won't work here either.
Missions (start here)
Thirteen guided challenges, from "what's a model?" to gas-generator turbopump engines inspired by Merlin 1D, F-1, and Vulcain 1. Senior engineer Miku Aoyama walks you through, deadpan, accurate, mostly patient. You don't need to arrive an expert. Mission 0 starts you with that accidental engine fire-up on her workstation, and the missions build from there.
Free build
Skip the missions. Empty canvas, node-based editor, live graphs. Drop in components, wire them up, hit run, see what happens. Good for "what if I just…" experiments.
Recreate real engines
Same components, same physics. Build a Merlin 1D from scratch. Or an F-1. Or something that's never existed and probably shouldn't. Push materials, propellants, and geometry until something gives.
Soundtrack, technical reference PDFs, 3D-printable component models (STL/3MF), and high-resolution wallpapers. For the people who want the lore in their toolbox.
Meco is in Early Access and playable today. The full core loop is here: design an engine, fire it, read the graphs, and iterate. I ship updates regularly. Here's what's already in, and what I'm building next.
Playable now:
Building next:
This roadmap can take a few years to finish. I build Meco solo, so every purchase directly funds the work, and if enough people who think like you buy it, I can do this full time. Your support genuinely makes the difference.
Dannie Sim
Solo Indie Dev, Meco Rocket Simulator (formerly at Activision/Blizzard on Candy Crush and Sony PlayStation on Spider-Man 2)
This isn't a casual arcade game. It's a serious engineering sim with a real learning curve, and honestly, your first designs probably won't hit their targets. That's the point. When a build misses, the sim tells you exactly what is wrong and walks you to the fix one item at a time: run the test at least once, your mixture ratio is still stoichiometric so dial the gas-generator valve richer, that component name looks like a typo. You figure out which assumption was off, and try again.
If you've spent time curious about what actually goes on inside a running rocket engine, and why a 5% change in injector geometry can ruin your whole afternoon, Meco was built for you.
Come build something that works. Or something that doesn't, and find out exactly why. Both are fine outcomes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
MATLAB with anime girls. Interesting in concept, but needs math or equations section that explains how the numbers relate to each other.
If you have an interest in the design and function of rocket engines this is the game for you! Complicated and in-depth, this game is closer to a simulation software than a video game, and tackles the complex principles and math behind propulsion engineering. Included with the game are a set of wonderful missions that do a great job of steadily explaining both the game's complex tool set, and the intricacies of rocket motor design in an easily digestible and bite sized fashion. All you need is to bring a passion for engineering and rocketry; and you too will soon be talking about mass flow rates, chamber pressures, and specific impulse before long!
Where this is right now, I think it's closer to a demo included when you back a Kickstarter than an Early Access game. The main problem is that the tutorials only cover like 1/4 of the game mechanics, and for the rest your only real option is to look at the demo engines and try to teach yourself rocket science, which is not exactly a gentle learning curve. There's also quite a bit of UI jank and the tutorials are mediocre. But yeah, if you're sticking with the tutorials, there's like 2–3 hours of gameplay currently. That said, once I can actually understand how this game works, it looks like a lot of fun, and I'm fairly optimistic that in the future it can become an amazing game, especially if we get features like a career mode or exporting engines into KSP or things like that. As for realism, it's missing a cap on how thin/light/smooth you can make things, it only has a few propellant options so you can't mess around with HTP or hypergolics, you have to figure out for yourself if you've accidentally built an engine-rich cycle, and there's no real ignition/starting option, but it (presumably accurately) simulates things like valves and cooling and flow rates and combustion. (This review is for update 0.3.0, will probably be outdated fast) TLDR: If you're fine with paying $40 for a game that you can mess around with for like two hours now, but that could be amazing down the line, then go for it. If you're not fine with that, come back when it's farther into development.
As an engineering student I really enjoyed it, it covers some complex topics that really make me think and learn. I'd definitely recommend it!
Update 0.4_____ If you like figuring stuff out and just playing around with numbers this is a huge win for you, though currently (update 0.4) i would love to have the units displayed on each graph, as I do not know if mass flow for example is in kg/s or g/s Update 0.5_____ So all things I felt itchy about are gone now, and I'm looking for next updates in more features so play with and eventually building a engine in real live based on MECO simulations (I LOVE being a aerospace enginer student :D) Genuinly you can Learn the basics to how to do stuff in the current Misisons and soon and only getting better. Current missions almost guide you into crerating a full engine with the next update i think there will a guid for a complete rocket.
I am very exited for the full game, play tested a bit and i don't find it complete yet. The Beginning is to step by step following a tutorial and not finding out yourself in my opinion, Also i would love even more tooltips on what the components exactly are you are placing (I don't find the names explanatory enough and the tutorial on this matter is a little thin). Else wise the details and toot tips for the science itself goes definitely in a direction i would enjoy But definitely will buy when the game is out of EA.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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