head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
Co-op looting under randomised monster threats, testing careful handling and risk management.
Amnesia: The Bunker leans Variance (Systems & Chaos); R.E.P.O. 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
R.E.P.O.
Physics-based carrying of fragile loot punishes clumsy hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Amnesia: The Bunker
The creature reacts to noise but follows proximity rules, not player modelling
R.E.P.O.
Monsters follow randomised scripts, not adaptive minds
R.E.P.O. 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
R.E.P.O.
Map layouts, loot and monster spawns are hidden each run
Amnesia: The Bunker leans a little harder on optimization, though the gap is small.
Amnesia: The Bunker
Resource planning, generator timing and noise management are learnable systems
R.E.P.O.
Route planning and extraction economy converge with experience
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.