Добавить production-состояния тел
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@@ -11,13 +11,14 @@ Project documents:
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- [`docs/STAGE5_ART_BIBLE.md`](docs/STAGE5_ART_BIBLE.md) — original visual language and articulated volunteer contract;
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- [`docs/STAGE5_PERFORMANCE_BUDGETS.md`](docs/STAGE5_PERFORMANCE_BUDGETS.md) — physics, replay, frame, memory, and complexity ceilings;
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- [`docs/STAGE5_QA_REPORT.md`](docs/STAGE5_QA_REPORT.md) — exact Vertical Slice candidate evidence;
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- [`docs/STAGE6_CORPSE_STATES.md`](docs/STAGE6_CORPSE_STATES.md) — burned/crushed body contracts and acceptance evidence;
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- [`docs/STAGE5_HUMAN_PLAYTEST.md`](docs/STAGE5_HUMAN_PLAYTEST.md) — required external acceptance protocol;
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- [`docs/STAGE_REGISTRY.md`](docs/STAGE_REGISTRY.md) — mandatory Stage 0–10 ownership for every Bead;
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- [`docs/BEADS_WORKFLOW.md`](docs/BEADS_WORKFLOW.md) — local backlog structure and daily Beads commands.
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## Playable content
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The APK contains ten sequential levels:
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The APK contains sixteen sequential levels:
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1. movement and jumping;
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2. bodies covering a spike lane;
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@@ -28,7 +29,13 @@ The APK contains ten sequential levels:
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7. an electrified corpse completing a relay;
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8. a timed switch and moving platform;
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9. a two-signal door requiring weight and electricity;
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10. a mastery level combining saw, freeze, electricity, pressure plate, pit, moving lift, and final gate.
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10. a mastery level combining saw, freeze, electricity, pressure plate, pit, moving lift, and final gate;
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11. a rhythmic crusher and its safe rest phase;
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12. a fire lane with a staged jump;
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13. two state-driven projectile crossings;
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14. explosion delivery to a remote pressure door;
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15. a crushed body whose low collider becomes a required step;
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16. a burned body that stays solid but no longer powers a pressure bridge.
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Death does not reset the level. A new volunteer respawns after a short delay while retained bodies stay in the simulation. The restart button deliberately clears the puzzle state. Progress, best time, and lowest volunteer count are stored locally.
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@@ -72,7 +79,7 @@ Previews are written to `level-format/build/level-previews`. Invalid geometry,
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versions, moving-platform destinations, switch parameters, or signal references
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fail the build with a JSON path diagnostic.
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All ten levels have device-level acceptance bots. They drive the production
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All sixteen levels have device-level acceptance bots. They drive the production
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`GameView` through the same movement and jump inputs as the touch controls and
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run each intended solution three times. Level 8 also has a dedicated recovery
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scenario for an expired timer on the far side of the pit. Stage 2 additionally
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@@ -112,8 +119,9 @@ mechanics slice adds data-driven crusher, fire, projectile and explosion hazards
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teaching levels 11–14, dynamic level pagination and production-input routes.
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Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`,
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`docs/STAGE6_CORPSE_MANAGER.md`, and `docs/STAGE6_PUZZLE_SYSTEM.md`; the latest
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hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`. The latest unfiltered
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gate is `99 JVM / 43 Android`.
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hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`, and the burned/crushed
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contract is in `docs/STAGE6_CORPSE_STATES.md`. The latest exact gate is
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`102 JVM / 46 Android` on the sixteen-level candidate.
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The debug APK is written to `app/build/outputs/apk/debug/app-debug.apk`. It is signed with Android's standard debug key and can be installed with:
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