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.

Execution · Practiced Mastery
A co-op mining shooter where reading randomised caves and optimising class roles carry teams through escalating bug hordes.

Execution · Twitch Chaos
An open-world survival shooter set in a hostile irradiated Zone full of anomalies and scarce supplies.
Deep Rock Galactic leans Execution (Practiced Mastery); S.T.A.L.K.E.R. 2: Heart of Chornobyl leans Execution (Twitch 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
Accurate shooting and mobility across 3D cave terrain is demanding
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Lethal gunfights with recoil, bleed, and ballistics punish sloppy aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic
Glyphids follow scripted swarm patterns, not adaptive behaviour
S.T.A.L.K.E.R. 2: Heart of Chornobyl
A-Life NPCs roam but never model the player adaptively
S.T.A.L.K.E.R. 2: Heart of Chornobyl leans a little harder on variance, though the gap is small.
Deep Rock Galactic
Cave layouts, bug types, and secondary objectives randomise each mission
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Anomalies, emissions, stash rolls, and unknown Zone layouts hide information
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic
Class builds, resource routing, and objective sequencing reward mastery
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Artifact hunting, gear upkeep economy, and routing through the Zone
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.