head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
A zombie survival crafter where horde-night base design carries the game.

Optimization · Pure Optimization
A 2D sandbox of procedurally generated planets driven by crafting progression.
7 Days to Die leans Optimization (Pure Optimization); Starbound leans Optimization (Pure Optimization).
7 Days to Die leans a little harder on execution, though the gap is small.
7 Days to Die
Aim and movement during horde nights matter.
Starbound
Light platforming and combat, generous margins
7 Days to Die leans a little harder on reads, though the gap is small.
7 Days to Die
Zombie AI is largely scripted with minor pathing adaptation.
Starbound
Procedural NPCs follow simple fixed behaviours
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
7 Days to Die
World generation and loot rolls randomized.
Starbound
Procedural planets and loot keep early exploration unknown
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
7 Days to Die
Base design and horde-night kill funnels dominate.
Starbound
Gear tiers, farming, and progression routes dominate
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.