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

Variance · Systems & Chaos
Top-down survival horror where surviving the night is about preparation, not aim.

Optimization · Systems & Chaos
Designing and flying modular spacecraft while solving a galactic survival and crafting progression.
Darkwood leans Variance (Systems & Chaos); Empyrion: Galactic Survival leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
night-defense reflexes under limited vision
Empyrion: Galactic Survival
Ship and ground combat demand aim and piloting skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
creatures are scripted or random, not adaptive
Empyrion: Galactic Survival
Enemy factions follow scripted patrol and attack patterns
Darkwood leans a little harder on variance, though the gap is small.
Darkwood
procedural map and unknown night events
Empyrion: Galactic Survival
Planet and POI loot tables carry significant hidden randomness
Empyrion: Galactic Survival leans a little harder on optimization, though the gap is small.
Darkwood
barricade economy and routing are learnable
Empyrion: Galactic Survival
Ship blueprint design, resource routing, and faction progression are 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.