
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.