head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Systems & Chaos
A mining-themed survivor roguelite where picking weapon upgrade synergies to outlast escalating bug swarms decides runs.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.
Deep Rock Galactic: Survivor leans Optimization (Systems & Chaos); Kenshi 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.
Deep Rock Galactic: Survivor
Movement positioning matters; auto-fire reduces precision demands
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Bugs follow scripted swarm patterns; no adaptive opponent
Kenshi
Faction and bandit AI follows scripted patrol and raid logic
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Weapon and upgrade pool randomness shapes available build paths per run
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic: Survivor
Upgrade synergy selection and weapon combination planning is the main skill axis
Kenshi
Squad composition, base design, and skill levelling routes are deeply 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.