One build. See all 3 kept builds.
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.
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.
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.
Cut from the pool a while back for being genuinely unpleasant, and it has been sitting as a dead class since. Gone properly now.