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 hard sci-fi spacecraft combat simulator using real physics.

Optimization · Pure Optimization
A first-person factory builder that is pure logistics optimization.
Children of a Dead Earth leans Optimization (Pure Optimization); Satisfactory leans Optimization (Pure Optimization).
Children of a Dead Earth leans a little harder on execution, though the gap is small.
Children of a Dead Earth
minimal twitch demand, orbital mechanics focus
Satisfactory
Light platforming, no real mechanical ceiling.
Children of a Dead Earth leans a little harder on reads, though the gap is small.
Children of a Dead Earth
AI opponents follow physics, minimal adaptation
Satisfactory
No adaptive opponent in the world.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Children of a Dead Earth
deterministic physics, near-zero randomness
Satisfactory
Resource nodes are fixed once mapped.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Children of a Dead Earth
realistic orbital combat engineering is fully solvable
Satisfactory
Ratios, logistics, and factory layout are everything.
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.