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
Gothic turn-based roguelike where managing stress and bad dice is the real fight.

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.
Darkest Dungeon leans Optimization (Systems & Chaos); Going Medieval leans Optimization (Systems & Chaos).
Going Medieval leans a little harder on execution, though the gap is small.
Darkest Dungeon
turn-based, no dexterity
Going Medieval
Pause-enabled management has no twitch component
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
no adaptive opponent
Going Medieval
Raider AI follows scripted attack patterns and frequencies
Darkest Dungeon leans a little harder on variance, though the gap is small.
Darkest Dungeon
crits, stress events, and dungeon rolls punish plans
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
party comps and risk management are deeply solvable
Going Medieval
Fortress design, food supply chains, and research order are richly solvable
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.