That is a real export. The same single HTML file the editor builds for an ad network, animations and all — only the store redirect is held back.
Survive Tonight – Vitals
Three survival meters with warmth already critical, four minutes of embers left, night 7 of 30 and no shelter — dawn in four hours.
What this screen does
The card opens in crisis rather than at a title screen. Warmth is already critical and the fire has four minutes in it, so the viewer arrives to a situation that is deteriorating without them. Nothing is being offered; something is being lost.
Three meters at different levels is more effective than one. It communicates the genre instantly — this is a game about managing competing needs — and it shows that fixing the urgent one will not fix the others. That is the survival loop conveyed without a word of explanation.
'NIGHT 7 OF 30 · NO SHELTER' gives the run a shape and a failure state. Seven nights of progress are at risk, and the campaign has an end worth reaching, which is what makes the crisis feel like it is happening inside a story rather than in a demo.
'3 HOURS WITHIN 200M · DAWN IN 04:12' is the survival genre's characteristic pleasure — precise, slightly cruel arithmetic. It reads as a real systems game rather than a casual one wearing the theme, which is exactly the filter this card should apply.
'No energy timers · permadeath optional' handles the two things that make players wary: monetised waiting, and a difficulty setting that punishes a bad first night with the loss of everything.
Best for
- Survival, crafting and roguelike games
- Post-apocalyptic and wilderness settings, where scarcity is the theme
- Audiences who want systems depth and are put off by casual presentation
- Re-engagement for players who abandoned a run partway
- Any game where resource management is the core loop rather than a garnish
Making it yours
- Use your own meters and their real names — warmth, hunger, oxygen, sanity, fuel.
- Keep exactly one critical and the others merely worrying. All three in the red reads as unwinnable, and unwinnable is not appealing.
- Set the night and campaign length to your real structure.
- Match the arithmetic to your actual systems; survival players will notice numbers that do not add up.
- Only mention optional permadeath if you offer it — it is the setting that decides whether a cautious player installs.
- Match the art's harshness to the game's; a friendly-looking survival card sells the wrong product.
Next steps
Templates are a starting point, not a constraint. The documentation walks through changing one into your own ad and exporting it.
