Design, animate, and ship interactive 2D and 3D graphics to web, mobile, games, and more with open-source runtimes
Rive is a 2D and 3D engine for games, apps, websites, and interactive UI. You can build by hand in the Rive Editor, or let a coding agent like Claude Code, Codex, or Cursor build Rive files through the Rive CLI. State machines, data binding, and scripting turn animations into graphics that react to input. Open-source MIT runtimes cover web, mobile, desktop, game engines, and consoles, with no royalties or runtime fees. It suits designers, developers, and game teams.
Yes. The Free plan includes the Rive Editor, the CLI, and a limited AI Agent. It's capped at 3 collaborative files, 1 project, and 50 CLI publishes and pushes per month, and exports include a splash screen.
Cadet costs $9 per seat per month (up to 3 seats). Voyager costs $32 per seat per month (up to 25 seats). Enterprise costs $120 per seat per month and is meant for organizations with $10M+ in annual revenue.
No. Rive's runtimes are open-source under the MIT license, and Rive charges no royalties, revenue share, or runtime fees.
Yes. The Rive CLI lets agents such as Claude Code, Codex, and Cursor build Rive files from plain-text Rive Markup Language. Any agent that can run commands on your computer works, and you don't need a Rive account to build with the CLI.
No. Rive states that it doesn't train its AI on users' files. Voyager and Enterprise plans also let you bring your own Agent API key.
Rive runs on web (JavaScript, React, React Native), iOS, Android, Flutter, macOS, Windows, Linux, Unity, Unreal, C++, and PS5, Xbox, and Switch. Plugins are available for Framer, Webflow, and Wix Studio.
Yes. You can drag in Lottie JSON files, paste SVGs copied from Figma, import PNG, JPEG, WebP, and PSD files, and import Flash (.fla) animations.
Yes. Teams can collaborate in real time, and Voyager adds shared Libraries for reusing components across projects, plus unlimited revision history.
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