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

Variance · Systems & Chaos
A semi-roguelike horror game where randomised resources and persistent noise create genuine variance around learnable systems.

Variance · Systems & Chaos
A co-op horror about scavenging scrap on hostile moons for a quota.
Amnesia: The Bunker leans Variance (Systems & Chaos); Lethal Company leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Amnesia: The Bunker
Tense stealth and limited firearm use raise the execution bar
Lethal Company
Movement and aim matter under pressure.
Lethal Company leans a little harder on reads, though the gap is small.
Amnesia: The Bunker
The creature reacts to noise but follows proximity rules, not player modelling
Lethal Company
Other players coordinate, but enemies scripted.
Lethal Company leans a little harder on variance, though the gap is small.
Amnesia: The Bunker
Randomised item placement each run and creature patrol timing add real uncertainty
Lethal Company
Moon layouts and monster spawns randomize.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Amnesia: The Bunker
Resource planning, generator timing and noise management are learnable systems
Lethal Company
Quota routing and loadouts reward planning.
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.