head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, 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.

Optimization · Practiced Mastery
An atmospheric open-zone survival shooter set in the Chernobyl exclusion zone.
Deep Rock Galactic leans Execution (Practiced Mastery); S.T.A.L.K.E.R.: Shadow of Chernobyl leans Optimization (Practiced Mastery).
Deep Rock Galactic leans a little harder on execution, though the gap is small.
Deep Rock Galactic
Accurate shooting and mobility across 3D cave terrain is demanding
S.T.A.L.K.E.R.: Shadow of Chernobyl
Ballistic gunplay punishes 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.: Shadow of Chernobyl
A-Life feels alive but doesn't model you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deep Rock Galactic
Cave layouts, bug types, and secondary objectives randomise each mission
S.T.A.L.K.E.R.: Shadow of Chernobyl
Anomalies, mutant spawns, and artifact RNG 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.: Shadow of Chernobyl
Artifact economy, routes, and stash knowledge converge
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.