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

Optimization · Pure Optimization
Expanding a self-sufficient alien colony by solving atmosphere, power, and resource chains under scripted threats.

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Aven Colony leans Optimization (Pure Optimization); Totally Accurate Battle Simulator 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.
Aven Colony
City management UI has no twitch dimension
Totally Accurate Battle Simulator
Place units then watch; no hands required
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Aven Colony
Alien threats are scripted with no player-modelling behaviour
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Aven Colony
Landing site resources and alien attack timing carry moderate RNG
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Aven Colony leans a little harder on optimization, though the gap is small.
Aven Colony
Colony expansion, air quality chains, and tech routing are the solvable core
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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.