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 tabletop-flavored RPG about an android surviving on a derelict station.

Optimization · Systems & Chaos
A narrative roguelike testing resource management against procedural expedition randomness.
Citizen Sleeper leans Optimization (Systems & Chaos); Curious Expedition 2 leans Optimization (Systems & Chaos).
Curious Expedition 2 leans a little harder on execution, though the gap is small.
Citizen Sleeper
Dice placement, no manual skill.
Curious Expedition 2
Menu-driven turns - no twitch demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
NPCs follow branching scripts.
Curious Expedition 2
Encounters scripted/random, no adaptive opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
Daily dice rolls drive outcomes.
Curious Expedition 2
Procedural maps and dice-driven events drive each run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Citizen Sleeper
Action allocation and clock management dominate.
Curious Expedition 2
Managing sanity, supplies and party composition is the loop
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.