
Meco Rocket Simulator · Early Access
Meco, the rocket engine design simulator
A rocket engine design sim with real physics. Unleash your inner rocket scientist, step by step.
Early Access · Windows and macOS
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Meco is a rocket engine design simulator. Design, build and test rocket engines hands-on, with real physics.
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: 10.5281/zenodo.21864769.
Space games bend the physics to keep it fun. Engineering tools make you write the model before you see anything. Meco is the sim already built, with the numbers in the open.
Early Access · Windows and macOS
What players say
Reviews of earlier versions.
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.
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!
Newsletter
Read the rocket engine notes first
Engine Notes is five emails over eleven days: how an engine is put together, where it goes wrong, the paper the model is written up in, and what Meco does not do yet. Then the ordinary build log, usually one or two a month.
Wire it up and test fire
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 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.
The turbopump sizes its own shafts and gears
Pick one of four shaft arrangements: single shaft, turbine mid-shaft, geared three-shaft or geared direct drive. The Turbopump sizes its own shafts and gears, with live 3D internals.
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.
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 mission 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.
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.
What it is, honestly
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 intend to finish the roadmap in 2027. I build Meco solo, so every purchase funds the work directly.
3 things you can check
Published
The solver is written up
A preprint checks the component models against Vulcain 1's published numbers and the RS-25 throat, then reports its residuals on a Merlin 1D–class case: mass conservation closes to 0.92%. It is just as clear about where that evidence stops.
DOI 10.5281/zenodo.21864769
Read the preprint
Funded
Backers paid for this in 2023
Meco was funded on Kickstarter and passed its stretch goal. The campaign page is still up, with what was promised and who backed it.
Kickstarter · 2023
See the campaign
Registered
Loren Aerospace Ltd
A registered UK company with a filing history you can read at Companies House. One person builds Meco, and that person is accountable for it.
Company 14563299
Companies House record
Why I build an accessible rocket engine simulator
To be a spacefaring civilization we need a lot of people who can build and maintain rocket engines, in every colony. That is a teaching problem before it is a hardware problem.
Meco is the part of the answer one person can build. My goal is to keep it commercially viable enough to sustain me, and eventually a small team.
Come hang out
Come in and join the folks who are just as into rocket engines as you are.
Newsletter
Rocket engine notes from the build
Start with Engine Notes: five emails over eleven days on how an engine is put together and where it goes wrong. The fourth is what Meco does not do yet. Then the ordinary build log, usually one or two a month.
Rocket engine guides
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