
A rocket engine design sim with real physics. Wire pumps, injectors and nozzles on a node graph, set the numbers, and test fire. Live graphs and 3D hardware answer every change. Fourteen guided missions with a senior engineer, or free build. Recreate the Merlin 1D, or build one that shouldn't work.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 28 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
A rocket engine design sim with real physics. 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 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.
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.
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.
Missions (start here)
Fourteen guided challenges, 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. You don't need to arrive as an expert.
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.
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:
I intend to finish the roadmap 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)
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Reviews
If you're planning to buy this game to "Play" it for fun as game, i would not recommend you to buy it. This game, or i would like to call it more a "Tool" is great for someone who like's to understand more physics (fluids/ dynamics/ etc..) and micro physics related to engines. This tool has great potential and would definitely recommend if you're passionate about these topic or if you're majored in them. I believe it's still in early phases and it requires a lot more work. But currently great potential.
孩子们,首先,这是一个把几乎是专业模拟器的玩意包装成游戏来卖的东西,所以如果你是抱着玩游戏的心态来的,现在立刻转头去ksp或者cde随便什么航天沙盒游戏都可以() 其次,现在版本里面,简介里面说的绝大部分东西都是饼 内容方面,现在是通过类似流程图的方式添加管道泵浦设置流量和控制参数然后跑一遍,然后纯看图表,显示流量、温度等随时间的变化 没有中文,但是首先游戏本身也没几个字,其次游戏由于其界面编程的原因天然支持节点命名为中文,第三疑似有汉化的未来打算(他甚至打算汉化) 啊为什么是好评呢,一方面这玩意实在是艺术到了一种境界,一方面当个模拟器跑还挺好使的,一方面未来有潜力 但是总而言之 如果你是抱着玩游戏的心态来的那么 孩子们,快跑啊! ---------2026.1.16更新---------- 孩子们他真的我哭死,必须好评 ……总之现在有9个任务,并且还在持续更新中,大概一两个月一更,一次两三个任务吧 手把手教你造火箭发动机说是 任务1是界面基础操作 任务2:流体网络基础构建 任务3:构建简单的单组元冷气体推进器(RCS) 任务4:学习阀门的使用,了解和控制水锤效应 任务5:了解简单的燃气发生器构建(输入氧化剂和燃料,控制氧-燃比例,输出高温气体) 任务6:了解传热系统,构建简单的再生冷却网络(调节固体传热介质壁,利用冷却剂给高温管道降温) 任务7~9:了解机械传动系统,掌握泵浦和涡轮机(利用初始介质压力驱动泵浦转子让涡轮机启动,然后利用燃气发生器产出的气体压力驱动涡轮机,把扭矩传动到泵浦给输入端加压) 附送真实火箭发动机模型文件和相关资料(科普教育级别),孩子们我这钱花的真不亏,我说这游戏真是哪个NASA工程师闲的没事干做着玩的
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Languages: English**languages with full audio support
まず最初に、自分は単なるSFファンであってエンジニア的教育を受けたことはまったくありません。その上で宇宙開発技術関係の知識に興味があり、現実に即したロケット建造シミュレーターという他には存在しない(少なくともsteam上では)特異性に惹かれて触れてみました。 結論として外部WEBサイトにあるクイックスタートガイドを参考に最も基本的なロケットの作成は一通りこなせたものの、ノードによる模式図とチャートの変化が何を意味しているかを実物のロケットの構造・挙動としてイメージすることができず、あえなく挫折しました。 それはこのシミュレーターの早期アクセスゆえのゲーム内チュートリアルの不足や各種未実装要素などの問題でもあると言えなくもありませんが、なにより一番の問題はこのシミュレーターの高度な専門性を甘く見て手を出してしまった自分にあります。実際、一通り触った限りでは動作は軽快でバグもなく、おそらく本来の目的であるアマチュアロケットエンジニアやエンジニア志望者にとってはきっと有用なものなのであろうことは伝わってきました。そのため本来自分に評価する資格があるとは思えませんが、その唯一性、そして志の高さと将来性を評価しおすすめといたします。 以下は科学技術的素養に欠ける、ただ宇宙開発に興味があるだけの門外漢の視点からの要望です。 おそらくこれは本来のこのシミュレーターの目的や対象ユーザーには不要かつ過剰な要求であるかと思われますが、少しでも間口を広げロケットシミュレーターにわずかなりでも多くの人が触れられる可能性に繋がることを祈って記しておきます。 1:ゲーム内チュートリアルで解くべき設問を段階的に用意して、一歩ずつロケットのことを理解できる助けが欲しかった。 2:エンジンの抽象的な構造図だけでなく、ノードの構成などが視覚的に反映されるエンジンのグラフィック(簡易的でも構わないのでエンジンの外観やロケット点火時の噴射をシミュレートしたビジュアルなど)などがあれば(シミュレーター的にはやや不正確だとしても)初心者にも自分がなにをしているのかがイメージする助けになったのではないか。 3:タイトル画像にも表示されている少女のようなナビゲーションアシスタントによる誘導やノードやその設定の意味についてのバルーンヘルプなどがあればよかった。また、アシスタントとの会話などによるナラティブ的な手続きがあると初心者にも入りやすいのではないか。 いずれにせよ、非常に可能性を感じるソフトであることは間違いなく、今後チュートリアルの充実や各種要素の実装などが行われた時には、また再度挑戦することを検討したいと思っております。長文失礼いたしました。 First of all, I am just an SF fan and have no engineering education whatsoever. That said, I am interested in space development technology, and I was drawn to this unique rocket construction simulator, which is unlike anything else out there (at least on Steam), because it is based on reality. In conclusion, while I was able to complete the most basic rocket creation process by referencing the quickstart guide on an external website, I was unable to visualize what the changes in the node-based schematic diagrams and charts signified in terms of the actual rocket's structure and behavior, leading to my eventual failure. This could be attributed to the lack of in-game tutorials and various unimplemented features due to the simulator being in early access, but the biggest issue was that I underestimated the simulator's advanced specialization and attempted to use it without proper preparation. In fact, based on my limited experience, the simulator runs smoothly without bugs, and it likely serves its intended purpose as a valuable tool for amateur rocket engineers and aspiring engineers. Therefore, while I do not feel qualified to evaluate it objectively, I commend its uniqueness, high aspirations, and potential for the future. The following are requests from the perspective of an outsider with limited scientific and technical knowledge, but a genuine interest in space development. While these may be unnecessary or excessive requests for the simulator's intended purpose and target users, I hope they might help broaden the appeal and allow more people to experience the rocket simulator. 1: I would have liked to see step-by-step questions in the in-game tutorial to help users gradually understand rocket science. 2: In addition to abstract structural diagrams of engines, visual representations of engine components (such as simplified graphics showing the engine's appearance or simulations of rocket ignition and exhaust) could help beginners visualize what they are doing, even if they are slightly inaccurate from a simulator perspective. 3: It would have been helpful to have a navigation assistant like the girl shown in the title image, along with balloon help explaining the meaning of nodes and their settings. Additionally, narrative-style procedures involving conversations with the assistant could make it easier for beginners to get started. In any case, this is undoubtedly a software with great potential, and I would like to consider trying it again in the future once the tutorial is further developed and various features are implemented. Thank you for reading this lengthy message.
its easy just make liquid go out oh wait thats actually complex anyway now youve got it down make it blow up now (uh oh scary) also think about it is $60 really that much or are you just comparing it to other games...this isnt that
MECO only features hydrogen and liquid oxygen for its rocket propellant mixture, so you can't for example remake all the variants of the LR79 engines that used Kerosene and Liquid Oxygen, nor can you make hypergolic vacuum engines like the AJ-10 or the Agena
Meco rocket sim seemed to be a game right up my alley. But after handful of days of contemplation, I have decided to refund it. I am willing to trust the plan on an early access games, i am willing to look past bugs on indie games. But in the end I could not look past the dev not disclosing the use of generative AI on the steam page. The mascot was confirmed to be AI made by the developer(or atleast a person I believe to be the dev) on the games discord. I believe the voiceover and soundtrack to be AI made as well, but I do not have any proof for that claim so take this with a grain of salt. Additionally the developer is selling a DLC that includes AI generated content, something that seems questionable in my eyes.
As a mechanical engineering student, I enjoy learning a lot about rocket science from this game as it reminds me of the concepts ive learned in my propulsion and turbomachinery classes where thermodynamics, fluid mechanics, heat transfer and some concepts of mechanical design are implemented into rocket design. I highly reccomend this game to anyone who has an interest in rocket design and mechanical engineering.
The game is fun. a bit difficult at first, but the tutorial is still expanding.
MATLAB with anime girls. Interesting in concept, but needs math or equations section that explains how the numbers relate to each other.
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!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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