
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
Je n'ai RIEN compris, mais bon, j'encourage ce genre de projets ah ah ! :D
I love this game! it is the first software i could find that gives you access to this kind of rocket simulation thats not blocked to the greater public. although it is a steep learning curve, there is a great community around it and plenty of people willing to help.
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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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
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!
FROM SOMEONE THAT IS NOT AN ENGINEERING STUDENT Ok, so, i played it for 50 minutes on so and its so fricking cool, it guides you step by step (if you choose the mission mode) building your engine. I am passionate about space stuff and rockets but I'm no engineer (I did not finish highschool still), you will certanly google a lot of things but it is similar to how when you play KSP you need to look up things. It is complicated but it's so beautiful to see this complicate of a topic approachable via a videogame/simulator. I raccomend 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.
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.
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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