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Meco Rocket Simulator

早期アクセスPC

官方原文 · English

ゲーム紹介

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.

Wire it. Fire it. Read the graphs.

ゲームプレイ

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.

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.

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.

背景

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.

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.

公式紹介の全文

Wire it. Fire it. Read the graphs.

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 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 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.

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.

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.

Three ways to play

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.

Key features

Mission Mode with real engineering challenges. Guided builds with senior engineer Miku Aoyama, from your first model to a complete gas-generator turbopump cycle.

Real physics, no shortcuts. Combustion, fluid dynamics, and heat transfer through regenerative cooling channels, all solved in real time.

Recreate real engines. Build a Merlin 1D, an F-1, or a Vulcain 1 from the same components and physics.

Display Units. Read every output in the units you actually think in, from kN to bar, across charts, samplers, and mission text.

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

0.6 : Engine assemblies. The Thrust Chamber builds a real Rao bell nozzle from four numbers and tiles the cooling channels for you, live in 3D; the Turbopump sizes its own shafts and gears. A brand new Mission 13: test-fire your own Merlin 1D. It also ships as a free-build template, yours to tinker with from the start. And undo/redo, everywhere in the editor.

0.5 : 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 : 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).

Early Access roadmap

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 and Turbopump assemblies with live 3D hardware, from the nozzle bell 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 Injector Head assembly, in coaxial, pintle, and impinging configurations

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 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)

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.

Come build something that works. Or something that doesn't, and work out why. Both are fine outcomes.

公式動画

Four numbers. A real engine bell. Then you fire it.

動作環境

Windows

最低動作環境

最低配置: 需要 64 位处理器和操作系统 操作系统: Windows 10 内存: 4 GB RAM DirectX 版本: 10 存储空间: 需要 1 GB 可用空间

推奨動作環境

推荐配置: 需要 64 位处理器和操作系统 操作系统: Windows 11 内存: 8 GB RAM DirectX 版本: 12 存储空间: 需要 2 GB 可用空间

macOS

最低動作環境

最低配置: 操作系统: macOS 12 处理器: Apple M1 or Intel Core M 内存: 4 GB RAM 存储空间: 需要 1 GB 可用空间

推奨動作環境

推荐配置: 操作系统: macOS 15 处理器: Apple M4 内存: 8 GB RAM 存储空间: 需要 2 GB 可用空间

対応言語

英语 * * 具有完全音频支持的语言

* はストアに記載されたフル音声対応です。明記のないインターフェース・字幕・音声への対応は推測しません。

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