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.

Variance · Systems & Chaos
A co-op horror game where up to four players burn ritual items to stop a possessed cultist while she hunts them.

Variance · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.
Devour leans Variance (Systems & Chaos); For the King leans Variance (Systems & Chaos).
Devour leans a little harder on execution, though the gap is small.
Devour
Running and item carrying require minimal dexterity
For the King
Turn-based slot rolls need no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
The possessed boss escalates on rules, never models players
For the King
Enemies follow simple deterministic combat AI
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
Randomised item spawns and boss aggression drive each run
For the King
Dice-roll combat and random maps dominate single runs
For the King leans a little harder on optimization, though the gap is small.
Devour
Spawn pools, UV stuns, and routes converge with experience
For the King
Focus economy, routing and loadout play beat the odds
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.