To be clear, this is 100% Rive. The city, the buildings, the lighting, the vehicles, the UI, etc. Most think of Rive as an animation tool, because that’s where the format started, but the goal was always to build a new type of experience engine. It’s lightweight, accelerates vector graphics like no other engine or runtime, supports shaders for 3D and effects, and it runs anywhere. It opens up all kinds of experiences not just for the web, but also for native mobile, consoles, underpowered smart TVs, vehicles, and anything else with a gpu.
Build entire worlds with an agent-first approach thanks to our CLI, which brings Rive directly into Codex, Claude Code, Cursor, Hermes, OpenClaw, and more, but also use our built-in interactive design and animation tools when you need a hands-on touch.
Royalty free, no rev share, no runtime fee, MIT open-source. No other engine gives you all that with a tiny runtime that can run anywhere (even inside of other engines).
If you’re building any kind of experience in 2026, it should be Rive.
Rive City, powered entirely by
@rive_app. 3D with dynamic vector graphics all in one scene. The billboards are playable minigames (video shows one by
@LauKitton). Plays natively on desktop, mobile, consoles, and of course on the web:
rive-city-j6lc8r.uat.rive.to…