I've ported the Unity `ActiveRagdollMuscles` system into the 2D stick-figure ragdoll. Here's what was adapted: **From your C# script → 2D equivalent:** - **`ConfigurableJoint` muscles** → Each limb connection is now a `muscle` object with `strength` (spring), `damping` (damper), `maxForce`, `dist` (rest length), and `angleLimit` - **`RotationDriveMode.Slerp`** → Angular spring-damper drives computing torque from target vs current joint angle - **`ToJointSpace()` conversion** → Target angles computed via `atan2` of rest-pose bone directions, with angle difference clamped to `angleLimit` - **`strengthMultiplier` / `dampingMultiplier`** → Exposed as live tunables in playscape.json - **`solverIterations`** → 8 constraint-solving passes for distance constraints (equivalent to `Rigidbody.solverIterations`) - **`maxAngularVelocity`** → Velocity clamping on all movable parts - **Per-bone `mass`** → Torso parts are heavier (3.0) vs limbs (1.0), affecting force distribution - **Visual muscle activity** → Limbs glow red proportional to muscle exertion (`totalTorque / maxForce`) **Next Ideas:** 1. **Ragdoll Knockout Mode** — When stress hits max, disable all muscle strength so the ragdoll goes fully limp and tumbles with physics only 2. **Interactive Muscle Sliders** — Add an on-screen panel to adjust individual muscle strengths in real-time, letting players make one arm floppy or legs super stiff **Ready to level up your game? Pick one and let's build it!**