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 · Pure Optimization
A nonviolent, cozy city builder about rebuilding civilization across hex-tile islands and planets.

Optimization · Pure Optimization
Macabre management sim about running a medieval cemetery as a business.
Before We Leave leans Optimization (Pure Optimization); Graveyard Keeper leans Optimization (Pure Optimization).
Graveyard Keeper leans a little harder on execution, though the gap is small.
Before We Leave
Relaxed pace; no combat or timing pressure.
Graveyard Keeper
Light action farming inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Before We Leave
No opponents at all; space whales are scripted hazards.
Graveyard Keeper
Villagers run on fixed schedules
Graveyard Keeper leans a little harder on variance, though the gap is small.
Before We Leave
Hex planet layouts vary slightly between runs.
Graveyard Keeper
Minor drop randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Before We Leave
Supply chains across hex islands and planets are the entire test.
Graveyard Keeper
Sprawling tech trees and grind-route efficiency
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.