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.

Optimization · Systems & Chaos
An evolutionary survival sim about guiding an ape lineage through ten million years.

Optimization · Pure Optimization
A 2D sandbox of procedurally generated planets driven by crafting progression.
Ancestors: The Humankind Odyssey leans Optimization (Systems & Chaos); Starbound 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.
Ancestors: The Humankind Odyssey
Climbing and dodge timing are forgiving
Starbound
Light platforming and combat, generous margins
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ancestors: The Humankind Odyssey
Predators act on instinct scripts
Starbound
Procedural NPCs follow simple fixed behaviours
Ancestors: The Humankind Odyssey leans a little harder on variance, though the gap is small.
Ancestors: The Humankind Odyssey
Systems deliberately unexplained until experimented
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.
Ancestors: The Humankind Odyssey
Neuron routing and lineage planning 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.