head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Systems & Chaos
Gothic turn-based roguelike where managing stress and bad dice is the real fight.

Variance · Systems & Chaos
A 1-bit Junji Ito-styled roguelite where you solve randomized cosmic-horror mysteries.
Darkest Dungeon leans Optimization (Systems & Chaos); World of Horror leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
turn-based, no dexterity
World of Horror
Turn-based menus; hands are irrelevant
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
World of Horror
Eldritch events are random tables, not adaptive minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
crits, stress events, and dungeon rolls punish plans
World of Horror
Random mysteries, events, and curses dominate each run
Darkest Dungeon leans a little harder on optimization, though the gap is small.
Darkest Dungeon
party comps and risk management are deeply solvable
World of Horror
Stat economy and event knowledge converge to strong play
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.