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
Run-based sequel reframing the despair as a stagecoach road trip to the mountain.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Darkest Dungeon II leans Optimization (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
X-COM: UFO Defense leans a little harder on execution, though the gap is small.
Darkest Dungeon II
turn-based, no dexterity
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon II
no adaptive opponent
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Darkest Dungeon II leans a little harder on variance, though the gap is small.
Darkest Dungeon II
road events, tokens, and relationship rolls vary runs
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon II
token-economy combat math rewards mastery
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.