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
Building undead squads and solving turn-based fights against the run's randomness.
Darkest Dungeon leans Optimization (Systems & Chaos); Iratus: Lord of the Dead leans Optimization (Systems & Chaos).
Iratus: Lord of the Dead leans a little harder on execution, though the gap is small.
Darkest Dungeon
turn-based, no dexterity
Iratus: Lord of the Dead
Turn-based menus - no twitch demands at all
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
Iratus: Lord of the Dead
Enemy parties follow scripted AI, never model you
Darkest Dungeon leans a little harder on variance, though the gap is small.
Darkest Dungeon
crits, stress events, and dungeon rolls punish plans
Iratus: Lord of the Dead
Minion part drops, enemy comps and hit rolls shape runs
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
Iratus: Lord of the Dead
Necromancer squad builds and sanity-targeting math drive every fight
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.