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

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

Variance · Systems & Chaos
Co-op looting under randomised monster threats, testing careful handling and risk management.
Darkwood leans Variance (Systems & Chaos); R.E.P.O. 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.
Darkwood
night-defense reflexes under limited vision
R.E.P.O.
Physics-based carrying of fragile loot punishes clumsy hands
R.E.P.O. leans a little harder on reads, though the gap is small.
Darkwood
creatures are scripted or random, not adaptive
R.E.P.O.
Monsters follow randomised scripts, not adaptive minds
R.E.P.O. leans a little harder on variance, though the gap is small.
Darkwood
procedural map and unknown night events
R.E.P.O.
Map layouts, loot and monster spawns are hidden each run
Darkwood leans a little harder on optimization, though the gap is small.
Darkwood
barricade economy and routing are learnable
R.E.P.O.
Route planning and extraction economy converge with experience
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.