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

Optimization · Systems & Chaos
A minimalist real-time tactics roguelite about defending tiny procedural islands.

Optimization · Pure Optimization
Mastering a richly simulated survival world through its layered metallurgy and seasonal farming systems.
Bad North leans Optimization (Systems & Chaos); Vintage Story leans Optimization (Pure Optimization).
Vintage Story leans a little harder on execution, though the gap is small.
Bad North
Real-time orders need only light micro.
Vintage Story
Combat has deliberate timing; temporal storms add pressure
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bad North
Viking waves random, not adaptive.
Vintage Story
Drifters and enemies use scripted attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Bad North
Procedural islands and enemy compositions.
Vintage Story
World generation and ore veins are hidden and randomised
Vintage Story leans a little harder on optimization, though the gap is small.
Bad North
Unit positioning and upgrade choices solvable.
Vintage Story
Metallurgy progression and agriculture cycles are deeply systematic
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.