Meco Rocket Simulator

Meco Rocket Simulator

About the Game

0.4.0 just dropped

Turbopumps missions are in. Finally.


Missions 7-9 walk you through gear reduction, pump testing, and turbine efficiency. mission 9 is F-1 inspired (Saturn V turbopump stuff), and honestly it's my favorite one yet!


Roadmap

After 5 years in development, this game is still in Early Access. Many of the features below are still in development and not yet available. Please see the Early Access notes above.


  • Missions - Chapter I (1 to 3): "Getting Started" (COMPLETED)
  • Missions - Chapter II (4 to 6): "Feel The Pressure, Feed The Burn" (COMPLETED)
  • Missions - Chapter III (7 to 9): "Spin Machines" (COMPLETED)
  • Missions - Chapter IV (10 to 12): "Don't Break The Cycle" (IN-PROGRESS)
  • Missions - Chapter VI (13 to 15): "Building On The Past"
  • Thrust and ISP measurements (COMPLETED)
  • 3D Nozzle Design and Flow Separation (IN-PROGRESS)
  • 3D Pump Impeller Design
  • 3D Turbine Rotor and Stator Design
  • Mass of components
  • Thermal and Load Stress Limits
  • Historical Campaigns

The above can take between 1 and 3 years to complete. If enough people like you buy this, I can focus on this 100% as my full-time job, and development will be much quicker. Your support is very much appreciated!


Dannie Sim

Solo Indie Dev – Meco Rocket Simulator

(formerly at Activision/Blizzard on Candy Crush & Sony PlayStation on Spider-Man 2)


About the Game


After 5 years in development, this game is still in Early Access. Many of the features below are still in development and not yet available. Please see the Early Access notes above.


Features Roadmap:


  • Missions - Chapter I (1 to 3): "Getting Started" (COMPLETED)
  • Missions - Chapter II (4 to 6): "Feel The Pressure, Feed The Burn" (COMPLETED)
  • Missions - Chapter III (7 to 9): "Spin Machines" (COMPLETED)
  • Missions - Chapter IV (10 to 12): "Don't Break The Cycle" (COMPLETED)
  • Missions - Chapter VI (13 to 15): "Building On The Past"
  • Thrust and ISP measurements (COMPLETED)
  • 3D Nozzle Design and Flow Separation (IN-PROGRESS)
  • 3D Pump Impeller Design
  • 3D Turbine Rotor and Stator Design
  • Mass of components
  • Thermal and Load Stress Limits
  • Historical Campaigns

The above can take between 1 and 3 years to complete. If enough people like you buy this, I can focus on this 100% as my full-time job, and development will be much quicker. Your support is very much appreciated!


Dannie Sim

Solo Indie Dev – Meco Rocket Simulator

(formerly at Activision/Blizzard on Candy Crush & Sony PlayStation on Spider-Man 2)

Design. Test. Fail. Learn.


A realistic rocket engine sim where every failed test teaches you something real.


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.


From there, you design real rocket engines — cold-gas thrusters, gas generators, full pump-fed turbopump beasts — using actual physics. Combustion. Fluid dynamics. Heat transfer. Component-level engineering. 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.


It's a sim that won't lie to you. If your design wouldn't work in real life, it won't work here either.

Three ways to play


Missions (start here)


Thirteen guided challenges, from "what's a model?" to gas-generator turbopump engines inspired by Merlin 1D, F-1, and Vulcain 1. Senior engineer Miku Aoyama walks you through — deadpan, accurate, mostly patient. No prior knowledge needed — Mission 0 starts you with that accidental engine fire-up on her workstation.


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.

Pro Content (optional add-on)


Soundtrack, technical reference PDFs, 3D-printable component models (STL/3MF), and high-resolution wallpapers. For the people who want the lore in their toolbox.

What's new


  • 0.5.0 — Mission 0: your accidental first day on Miku's workstation. Three new gas-generator cycle missions (Turbopump Integration, Gas Generator Genesis, Injector Insights). Display Units, so you can finally read pressure in bar instead of pascals.
  • 0.4.0 — Real-time pump and turbine samplers with live performance curves. Auto-run on every edit. Pinned component editor with nudge buttons and mouse-wheel tweaking. Colorblind-safe chart colors (Okabe-Ito).
  • 0.3.0 — Multi-select and copy-paste in the schematic editor. Plus a pile of stability fixes for selection and menus.

Heads up


This isn't a casual arcade game. It's a serious engineering sim with a real learning curve, and honestly, your first dozen designs will probably fail in interesting ways. That's the point. The failures are where the learning happens — graphs go red, you stare at them, you figure out which assumption was wrong, you try again. By mission five you'll be reading turbopump curves like they're tech manuals.


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 whose graphs go red in fascinating new ways. Both are fine outcomes.

Initial Release