Meco Rocket Simulator is a realistic physics game where you play as an underpaid rocket scientist working for Mecodyne to design and test rocket engines without regard for your safety. Built by a solo dev.

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Early Access Game

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Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“It is a complex niche game that depends on a cult following to give feedback to make it relevant.

I am on an urgent mission to get rocket engine simulation into the hands of as many people as possible.

It already has five years put into it, and now is the time to gather and reflect on what others think about it.”

Approximately how long will this game be in Early Access?

“As long as it is needed to provide a high-quality product. The minimum is a year, and the current estimate is at three years or more.”

How is the full version planned to differ from the Early Access version?

“The longer-term plan is to have the following features:
  • Tutorials and Missions (30% Complete)
  • 3D Engine Builder
  • Campaigns
  • Simulated Space Missions
  • Components for Expander Cycle and Staged Combustion Engines
  • Methods-Of-Characteristics Nozzle Designer

The above will likely evolve as the community chimes in on what rocks their world and what doesn't.

For the Simulated Space Missions, it will not be Kerbal-style grab the joystick/smash the keys seat of the pants execution. Key mission parameters will be planned before launch and followed.”

What is the current state of the Early Access version?

“It has the Core Simulation Loop, which features the following:
  • Rocket engine components sufficient to design most gas generator cycle cryogenic regeneratively cooled engines.
  • 2D Node Graph for assembling components into an engine.
  • Component Editor to view and edit component properties.
  • Simulated Engine Test Fire
  • Test Fire Data Interactive Graphs

For missions I have:
  • Mission 0: accidental first fire-up on Miku's workstation (onboarding)
  • Missions Chapter I (1 to 3): "Getting Started"
  • Missions Chapter II (4 to 6): "Feel The Pressure, Feed The Burn"
  • Missions Chapter III (7 to 9): "Spin Machines"
  • Missions Chapter IV (10 to 12): "Don't Break The Cycle"


Note:
  • At this point, features are minimal,
  • I do my best to make quality software; it will be a little buggy.
  • Only the Gas Generator Cycle is currently supported, with the Expander Cycle coming next.

These are the components currently available in-game:
  • Liquid and Gas Channels, Pipes, and Ducts.
  • Fittings for Pipes and Ducts (Elbows, T-junctions, etc.)
  • Liquid and Gas Valves (Controlled by points set in time)
  • Supersonic Turbines
  • Radial Pumps
  • Transmission Gear Boxes
  • Electric Motor
  • Coaxial Shear Injector
  • Combustion Simulation for Hydrolox (Kerolox next)
  • Conduction of Heat from Gas to Metal to Liquid in Cooling Channels
  • Simple Expansion Ratio Nozzle Design

Notable things missing:
  • Missions Chapter V: "Building On The Past" (historic engine recreations)
  • Simulated Space Missions
  • Converging-Diverging Truncated Ideal Bell Nozzle and Rectangular Ideal Nozzle
  • Ignition - It is assumed that the oxidizer and fuel will ignite when they mix in the combustion chamber.
  • Fuel Tanks - The simulation is supplied with a never-ending supply of oxidizer or fuel at a set pressure.
  • Combustion Instability and Lag
  • 3D assembly of components
  • Failure due to thermal meltdowns and loads exceeding the limits of components.
  • Mass representation of most components - useful to get the thrust-to-weight ratio of an engine.

Will the game be priced differently during and after Early Access?

“The price will gradually increase as I add more advanced features.”

How are you planning on involving the Community in your development process?

“Search Google for the following to get involved:
  • meco rocket discord
  • meco rocket forum
  • meco rocket wiki
  • meco rocket youtube
  • meco rocket x
  • meco rocket reddit
  • meco rocket kickstarter
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0.5 Out Now

COMPLETE ENGINE CYCLES.

Turbopumps. Gas Generators. Injectors.

Every component to build a cryogenic GG-cycle engine is taught.

Design. Test. Fail. Learn.

About This Game

Design. Test. Fail. Learn.


A realistic rocket engine sim where every failed test 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 — cold-gas thrusters, gas generators, full pump-fed turbopump beasts — using actual physics. 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. If your design wouldn't work in real life, it won't work here either.

Three ways to play


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. No prior knowledge needed — Mission 0 starts you with that accidental engine fire-up on her workstation.


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.

Key features


  • Mission Mode with real engineering challenges. Guided builds with senior engineer Miku Aoyama, from your first model to a complete gas-generator turbopump cycle.
  • Live performance graphs and samplers. Chamber pressure, thrust, Isp, and thermal margins update in real time, with pump and turbine performance curves you can sample as you tune.
  • 2D node-graph assembly. Drop in components, wire them together, and fire the engine on an open canvas.
  • Real physics, no shortcuts. Combustion, fluid dynamics, and heat transfer through regenerative cooling channels, all solved in real time.
  • Recreate real engines. Build a Merlin 1D, an F-1, or a Vulcain 1 from the same components and physics.
  • Display Units. Read every output in the units you actually think in, from kN to bar, across charts, samplers, and mission text.

Pro Content (optional add-on)


Soundtrack, technical reference PDFs, 3D-printable component models (STL/3MF), and high-resolution wallpapers. For the people who want the lore in their toolbox.

What's new


  • 0.5.0 — Mission 0: your accidental first day on Miku's workstation. Three new gas-generator cycle missions (Turbopump Integration, Gas Generator Genesis, Injector Insights). Display Units, so you can finally read pressure in bar instead of pascals.
  • 0.4.0 — Real-time pump and turbine samplers with live performance curves. Auto-run on every edit. Pinned component editor with nudge buttons and mouse-wheel tweaking. Colorblind-safe chart colors (Okabe-Ito).
  • 0.3.0 — Multi-select and copy-paste in the schematic editor. Plus a pile of stability fixes for selection and menus.

Early Access roadmap


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:


  • Missions Chapters I to IV: Mission 0 through Mission 12, from "what's a model?" to complete gas-generator turbopump cycles
  • Thrust and Isp measurement

Building next:


  • 3D nozzle design and flow separation (in progress)
  • Missions Chapter V, "Building On The Past": recreating historic engines
  • 3D pump impeller, turbine rotor, and stator design
  • Component mass, for thrust-to-weight numbers
  • Thermal and load stress limits
  • Historical campaigns

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)

Heads up


This isn't a casual arcade game. It's a serious engineering sim with a real learning curve, and honestly, your first dozen designs will probably fail in interesting ways. That's the point. The failures are where the learning happens — graphs go red, you stare at them, you figure out which assumption was wrong, you try again. By mission five you'll be reading turbopump curves like they're tech manuals.


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 whose graphs go red in fascinating new ways. Both are fine outcomes.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

As a solo dev, I use custom-trained AI tools for a small portion of the visuals/audio, based on assets I own or created. The vast majority of my development effort goes into the realistic rocket simulation and engineering systems.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Memory: 4 GB RAM
    • DirectX: Version 10
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Memory: 8 GB RAM
    • DirectX: Version 12
    • Storage: 2 GB available space
    Minimum:
    • OS: macOS 12
    • Processor: Apple M1 or Intel Core M
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    Recommended:
    • OS: macOS 15
    • Processor: Apple M4
    • Memory: 8 GB RAM
    • Storage: 2 GB available space

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