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.

Variance · Systems & Chaos
Careful descent through procedural depths balancing survival systems against permadeath.

Variance · Systems & Chaos
Top-down survival horror where surviving the night is about preparation, not aim.
Below leans Variance (Systems & Chaos); Darkwood leans Variance (Systems & Chaos).
Below leans a little harder on execution, though the gap is small.
Below
Stamina-based combat punishes sloppy dodges and swings
Darkwood
night-defense reflexes under limited vision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Below
Creatures and the Darkness follow rules, not minds
Darkwood
creatures are scripted or random, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Below
Procedural floors, traps and loot reshape every descent
Darkwood
procedural map and unknown night events
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Below
Survival crafting and trap knowledge converge with experience
Darkwood
barricade economy and routing are learnable
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.