head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Pure Optimization
Planning quiet routes through guarded spaces using light and sound as solvable systems.
7 Days to Die leans Optimization (Pure Optimization); Thief Gold leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
7 Days to Die
Aim and movement during horde nights matter.
Thief Gold
Careful movement and timing past guards, but slow-paced
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
7 Days to Die
Zombie AI is largely scripted with minor pathing adaptation.
Thief Gold
Guard AI reacts to noise via fixed rules, never models you
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.
Thief Gold
Unscripted patrols and unknown layouts hide information first time through
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.
Thief Gold
Route planning, light management and loot sweeps converge to mastery
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.