Meco Rocket Simulator · 0.7 · Early Access
A rocket engine design sim with real physics.
Unleash your inner rocket scientist, step by step.
In a space game the engine is a part you pick. In Meco you design it, with real physics. Wire pumps, turbines, injectors and thrust chambers on a node graph. Change a value and the thrust chamber, turbopump and injector head redraw in 3D, and in missions the sim runs again on its own.
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Base game and Pro in one purchase. A signed Windows or macOS installer that you download from your account here. There's no Linux build.
Not for you? I refund on request within 14 days of buying if you've only tried it. Onelink, the seller, can also refund up to 60 days after payment under its own rules. Refunds
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Terms of sale and refunds.
Three ways to play
Learn step by step. Fourteen guided missions, Mission 0 to Mission 13. You're the newest engineer at Mecodyne, a propulsion company with opinions about your eyebrows, and senior engineer Miku Aoyama is your mentor. When a build misses its target, the objective stays open, and every objective after the mission briefing has a “Need a hint?” button that names what's off.
Take complete control. Free build is an empty canvas, live graphs and real-time samplers. No objectives, no grading, no hints. Drop in components, wire them up and run the test.
Recreate real engines. Mission 0 opens on Miku's model of the Vulcain 1 that flew Ariane 5. Mission 11 has you build the F-1's gas-generator cycle. Mission 13 has you recreate the Merlin 1D that flies Falcon 9. SpaceX has never published Merlin's internals, so every dimension in there is derived or back-solved. Inspiration, not a twin.
New in 0.7: the Injector Head
Pick shear-coaxial or pintle, and the head builds itself in 3D while you type. Mission 12 teaches it on a LOX and liquid-hydrogen engine, and the Merlin 1D in Mission 13 has the injector it's known for, a pintle, already on the bench.
Six missions now open on a plumbed bench, so you build the part the mission is about instead of rebuilding the plumbing around it. In Missions 3 and 5 to 13, graded readings earn bronze, silver or gold, and the debrief tells you what the next tier asks for.
Check the physics yourself
Charts show the whole run over time: the run starts, the flows build, and the engine settles on its operating point, or doesn't. The thrust chamber draws a Rao bell nozzle.
The engine model is written up as a public preprint under CC-BY, DOI and all: doi.org/10.5281/zenodo.21864769.
What it doesn't model yet: ignition is assumed, and thermal failure and propellant tanks aren't simulated.
What players say
Reviews of earlier versions.
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.
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. ...
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!
Who it's for
It's for you if you've pushed Kerbal Space Program toward realism with Realism Overhaul or RP-1, if you build amateur rockets or sit in a university rocket club, or if you study propulsion and want to change one number and see what the rest of the engine does.
It isn't for you if you want to fly. There's no launch pad, no flight and no explosions, just a test stand and an engine editor. The first hour is hard. The missions build it up in order, and you'll still look things up.
What you get
- Meco 0.7 in Early Access: the base game and Pro, together.
- macOS 12 Monterey or later (Apple silicon and Intel); Windows 10 or later, 64-bit.
- Pro: a 9-track soundtrack, 5 NASA and NAVAIR engineering reports, 3D-print files (STL and 3MF) for 2 Vulcain turbopump parts, and 4 wallpapers. Pro adds no gameplay.
- Updates arrive in the app.
- Sign in on each computer before it first plays. It then plays offline for up to 90 days between connections. Up to 10 computers at once.
- Download it again from your account at any time.
Made by one person
I'm Dannie, and I build Meco on my own at Loren Aerospace. 149 people backed it on Kickstarter in 2023. It's been in Early Access since July 2025, with a new version every few months. The build gets argued about on Discord, and I'm in there.
Is it finished?
No. It's in Early Access, and what it does today is what you're buying. Next: expander-cycle components. No dates.
Do I need an engineering degree?
No. The missions start at the basics and add one idea at a time. It's still hard.
How realistic is it?
The physics is real, at the level of preliminary engine design: flows, pressures, combustion, heat transfer and turbomachinery, simulated over time. It isn't CFD, and it's built for learning how engines work, not for certifying flight hardware. It doesn't model ignition, thermal failure or propellant tanks yet. The preprint says exactly what the model claims.
Do I need to be online?
To sign in on each computer before Meco first plays there. After that it plays offline for up to 90 days between connections, and each connection starts the 90 days again. A few things, such as a password change, ask a computer to sign in again, and the terms list them.
Which computers does it run on?
macOS 12 Monterey or later, on Apple silicon and Intel Macs, and Windows 10 or later, 64-bit. There's no Linux build.
Already own Meco?
Backed it on Kickstarter, or bought it before? You don't need to buy again: your copy keeps updating where you have it. A licence here is a separate purchase.
What if it's not for me?
I refund on request within 14 days of buying if you've only tried it, and I take your word for it. Onelink, the seller, can also refund up to 60 days after payment under its own rules. The details are on the refunds page.
Who is Onelink?
Onelink takes the payment and issues your receipt, on Stripe's platform. Your card statement shows LINK.COM* followed by a short descriptor. Questions about the game, the licence or a refund come to me.
How is it made?
I use custom-trained AI tools, built on assets I own or created, for some of Meco's visuals and audio, including the whole Pro soundtrack and the Pro wallpapers. The simulation and engineering systems behind Meco are hand-built and physics-based, not AI-generated.
Your first engine starts with one flow line.
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