Changelog

One build. See all 3 kept builds.

NOMINAL
v0.1.1
Sat 15 Aug 2026, 10:35pm PDT · 548.2 MB · 7 downloads

EVERY PUZZLE IS NOW DEALT IN MISSIONS

For a dozen versions a mission handed out the same five puzzles while everything built since sat on the bench waiting for somebody to play it. You have, so the whole catalogue is live: all 41.

MISSION TIMERS 30 SECONDS TO 120

That one number decides how long every mission puzzle runs. A puzzle's own time limit never applied inside a mission, which is why some of them felt far tighter in play than they did on the bench - Archive asks for ninety seconds and was getting thirty.

Thirty is fine for a puzzle you have played fifty times and hostile to one you are meeting for the first time. Right now every puzzle is one you are meeting for the first time.

BE WARNED WHAT THIS IS generous, not balanced. The set has been

MEASURED every difficulty curve is monotone, every generator proves its

board can actually be finished - but none of it has been tuned against a mission's pacing, and 41 puzzles at two minutes each will make missions long. That is deliberate. It is far easier to find what genuinely goes wrong by playing it than by guessing at it, and both halves reverse cheaply: one bool per puzzle, one number for the clock.

So: expect it to be loose. Tell me where it drags, where a puzzle outstays its welcome, and which ones you would rather never see again.

RELAY PATH IS DELETED

Cut from the pool a while back for being genuinely unpleasant, and it has been sitting as a dead class since. Gone properly now.

WHAT WOULD HELP MOST

  1. A full run. That is the whole point of this build - 36 puzzles that have never been dealt under a clock with detection running and other tabs competing for your attention.
  2. Pacing. Two minutes is a guess. Tell me if it should be ninety, or sixty, or per-puzzle.
  3. The solo task cap from v0.1.0 - a node should hand you at most two tasks. Verified by reading the code, never by playing it.
  4. Anything that outstays its welcome. A puzzle can be provably fair and still be one you do not want to see again, and that is the judgement no amount of measuring here can make.

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