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.

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

Optimization · Systems & Chaos
A strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Darkwood leans Variance (Systems & Chaos); Void Bastards 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
Void Bastards
Light FPS combat with some aiming but heavy strategic emphasis
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
Void Bastards
Alien enemies follow scripted patrol and attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darkwood
procedural map and unknown night events
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Void Bastards leans a little harder on optimization, though the gap is small.
Darkwood
barricade economy and routing are learnable
Void Bastards
Resource chain planning and technology tree progression are the defining axes
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.