A DIRECTION, IN THE OPEN

Small steps.
A clear direction.

The goal stays the same: an open, lightweight system for interactive 2D characters. We’re building the foundation, testing the claims and listening along the way.

Working today

A character's first steps

Editable cubic paths, bone chains, weighted path controls, property timelines and conditional interactions. Save projects and export the tested .riv subset.

See the acceptance evidence
Next authoring work

More expressive, more comfortable

Pen/freehand drawing, relative layer placement, equal-gap distribution, timeline/graph navigation and temporary snapping guides are now in Studio. Multiple selection, touch navigation, adjustable panels and layer organization are also available. Animated gradients, clipping, approximate outer feather, textured meshes, one/two-bone IK, timed transitions, 1D blends, embedded-font text and bounded editable .riv import are also available. Playback settings add once, loop, ping-pong, repeat counts and speed; independent animation layers power the Sunday motorcycle study. Their declared limits and broader parity work remain visible.

Validation in progress

Real scenes. Real devices.

Keep testing official-runtime compatibility, investigate equivalent Rive Editor exports and measure actual GPU/mobile behavior. Physical-device results remain pending.

Read the runtime audit
Researched, not shipped

Data, components and agents

Explore reusable data contracts, responsive layouts, richer text/layout, scripting and agent-assisted authoring, with collaboration and backend services as later systems. There is no bundled AI agent in Studio today.

Read the agent research
These are current areas of work, not promised release dates. The public site is an addition to the editor/runtime phases, and does not replace them.
Tell us which workflow matters to you