A rocket engine design sim with real physics. Design, build and test engines hands-on: wire pumps, injectors and nozzles on a node graph. Live graphs and 3D hardware answer every change. Learn step-by-step in 14 guided missions, or take complete control in free build. Recreate the Merlin 1D.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

Leaving Early Access: Q1 2027

What the developers have to say:

Why Early Access?

“Meco is a deep, niche simulator, and I want the people who care about real engine internals to shape it. Early Access lets that community steer which cycles, components, and missions come next.

I'm on a mission to get honest rocket engine simulation into the hands of everyone curious enough to want it. Your feedback in Early Access is how it gets deeper, faster.”

Approximately how long will this game be in Early Access?

“As long as it takes to do it justice. Good progress in 2026, so I'd estimate 2027. I ship updates regularly along the way, so you're buying into something that visibly moves, not a promise that sits still.”

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 (Chapters I to IV complete, Chapter V underway)
  • Method-of-Characteristics Nozzle Designer (0.6 ships its foundation: MOC flow-field analysis of the Rao bell nozzle)
  • 3D Engine Builder (Thrust Chamber, Turbopump and Injector Head assemblies are in, in 3D; the whole engine joined into one machine is next)
  • Campaigns
  • Simulated Space Missions
  • Components for Expander Cycle and Staged Combustion Engines

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.
  • Undo/Redo across the whole editor
  • 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"
  • Missions Chapter V (13+): "Legendary GG Engines" - opened with Mission 13, a recreation of the Merlin 1D

The mission ladder now walks you end-to-end through building a complete gas generator cycle engine - from your first accidental fire-up to a full turbopump-fed engine with regenerative cooling, a gas generator, and an injector. And when you get stuck, in-mission diagnostic hints tell you what's off and point you at the fix - it's a guided path, not a blank canvas you're left to figure out alone. Chapter V has opened: Mission 13 has you recreate the Merlin 1D that flies Falcon 9, engine assemblies, staged startup sequence, and all. It's inspiration rather than a digital twin, since SpaceX has never published Merlin's internals, and the debrief walks back through the startup you authored and the flows and chamber pressure you tuned it to. The Merlin 1D also ships as a starting template in free build, so you can keep it on the bench and keep tinkering. In 0.7, six missions open on a plumbed bench so you build the part each one teaches, Mission 12 teaches the new Injector Head, and each result with medal tiers earns bronze, silver or gold against its target.

Note:
  • This is an early, focused build.
  • I make quality software, but expect some rough edges, and I fix them fast.
  • Only the Gas Generator Cycle is currently supported, with the Expander Cycle coming next.

These are the components currently available in Meco:
  • 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)
  • Staged startup: author every valve on a schedule
  • Supersonic Turbines
  • Radial Pumps
  • Transmission Gear Boxes
  • Electric Motor
  • Coaxial Shear Injector
  • Combustion Simulation for Hydrolox and Kerolox (with condensed-carbon chemistry), plus Nitrogen and Helium cold gas
  • Conduction of Heat from Gas to Metal to Liquid in Cooling Channels
  • Thrust Chamber assembly: Rao bell nozzle design, regenerative cooling channels, and chamber geometry, rendered live in 3D, with thrust computed from a method-of-characteristics flow field
  • Turbopump assembly: four shaft arrangements (single shaft, turbine mid-shaft, geared three-shaft, geared direct drive) with live 3D internals
  • Injector Head assembly: coaxial and pintle configurations, with the injector legs driven from the element pattern and the head rendered live in 3D

Not in yet (on the roadmap):
  • Expander Cycle components - the next cycle I am adding.
  • The rest of Chapter V: A-7 Redstone and Vulcain 1 recreations
  • Impinging injector configuration, plus the ducts and manifolds that connect assemblies
  • Simulated Space Missions
  • Additional nozzle contour families: Truncated Ideal Bell and Rectangular Ideal
  • 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
  • The whole engine in 3D - every assembly joined into one machine, from the propellant inlets to the exhaust
  • 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?

“I develop Meco solo, so community feedback directly shapes what gets built. I'm active on the Steam Discussions and Discord, reading every bug report and feature request, and I'll keep a public roadmap that's shaped by what players ask for most. Many of my players have real aerospace and rocketry experience, and that feedback is what keeps the simulation honest - so if you spot an inaccuracy or want a particular component supported, tell me.”
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About This Game

Your inner rocket scientist, unleashed


A rocket engine design sim with real physics. Design, build and test rocket engines hands-on: drop pumps, injectors, valves and nozzles on a node graph, wire them up, set the numbers, and test fire. Every number you change answers back on the live graphs and in the 3D hardware.


Twist a number, watch the engine answer


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. Pump and turbine performance curves you can sample as you tune.


Set four numbers, get a real nozzle


The Thrust Chamber builds a real Rao bell contour and tiles the regenerative cooling channels for you, live in 3D. The Turbopump sizes its own shafts and gears. The supersonic flow field through your bell renders as a 3D volume and grays out past the point where the flow separates. Thrust comes from integrating that field, not from a lookup table.



Coaxial or pintle, built while you type


The Injector Head is the last assembly between your propellant lines and the chamber. Pick coaxial or pintle, slot your two orifice legs, and set the element pattern. The head drives the leg geometry and builds itself in 3D, and the wells repaint as you type.


Author the startup, then light it


Put every valve on a schedule: pumps spin up, valves crack open, the gas generator lights, in the order you set. Get the sequence right, and the engine runs nominal. Get it wrong, and the graphs tell you where.



It's a sim that won't lie to you about the numbers on the graph. Every node is inspectable. Every graph is live. The engine model behind it is described in a publicly available research paper , with a DOI and all, so you can check my work.

Three ways to play


Learn step-by-step (Mission Mode, start here)


Fourteen guided missions, from "what's a model?" to recreating the Merlin 1D that flies Falcon 9. Senior engineer Miku Aoyama walks you through, deadpan, accurate, mostly patient. On most objectives a "Need a hint?" button names what's off when a build misses. Finish a graded mission and each result with medal tiers earns bronze, silver or gold.


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. That is Mission 0, and the missions build from there.


Take complete control (Engineering Mode)


Skip the missions. Engineering Mode is free build: an empty canvas, the node-based editor, live graphs and real-time samplers. Drop in components, set every number yourself, and press Run Test. Good for "what if I just…" experiments.


Recreate real engines


Same components, same physics. Test-fire the Merlin 1D in Mission 13, or start from its free-build template. Build an F-1 from scratch. Or something that's never existed and probably shouldn't. Push propellants and geometry, and read what the graphs say.

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.
  • 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


  • 0.7: The Injector Head assembly, coaxial or pintle, built live in 3D. Mission 12 now teaches it on a LOX and liquid-hydrogen engine, and the Merlin 1D in Mission 13 gets its pintle. Six missions open on a plumbed bench, so you build the part each one teaches. Finish a graded mission and each result with medal tiers earns bronze, silver or gold, with the number the next tier asks for.
  • 0.6: Engine assemblies. The Thrust Chamber builds a real Rao bell nozzle from four numbers and tiles the cooling channels for you, live in 3D; the Turbopump sizes its own shafts and gears. A brand new Mission 13: test-fire your own Merlin 1D. It also ships as a free-build template, yours to tinker with from the start. And undo/redo, everywhere in the editor.
  • 0.5: 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: 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).

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 complete, and Chapter V (Legendary GG Engines) opened with Mission 13: recreate the Merlin 1D
  • Thrust Chamber, Turbopump and Injector Head assemblies with live 3D hardware, from the injector face to the gear train
  • Staged startup: author every valve on a schedule
  • Thrust and engine Isp measurement, the numbers real datasheets quote

Building next:


  • The rest of Chapter V: A-7 Redstone and Vulcain 1 recreations
  • The impinging injector configuration, plus the ducts and manifolds that connect assemblies
  • Expander-cycle components
  • The whole engine in 3D: every assembly joined into one machine, from propellant inlets to exhaust
  • Component mass, for thrust-to-weight numbers
  • Thermal and load stress limits
  • Historical campaigns

I'd estimate the roadmap is done in 2027. I build Meco solo, so every purchase directly funds the work, and if enough people who think as you do 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 designs probably won't hit their targets. That's the point. In the missions, when a build misses, a "Need a hint?" diagnostic tells you what's off 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. In free build it's you and the graphs. Either way, 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 work out why. 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 generative AI tools to make some game assets.

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