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.

Optimization · Systems & Chaos
A strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Amnesia: The Bunker leans Variance (Systems & Chaos); Void Bastards leans Optimization (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
Void Bastards
Light FPS combat with some aiming but heavy strategic emphasis
Amnesia: The Bunker 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
Void Bastards
Alien enemies follow scripted patrol and attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Amnesia: The Bunker
Randomised item placement each run and creature patrol timing add real uncertainty
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Void Bastards leans a little harder on optimization, though the gap is small.
Amnesia: The Bunker
Resource planning, generator timing and noise management are learnable systems
Void Bastards
Resource chain planning and technology tree progression are the defining axes
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.