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
A cooperative horror investigation about identifying a randomised ghost from evidence.
Devour leans Variance (Systems & Chaos); Phasmophobia leans Variance (Systems & Chaos).
Devour leans a little harder on execution, though the gap is small.
Devour
Running and item carrying require minimal dexterity
Phasmophobia
Minimal aiming; you just walk and use tools.
Phasmophobia leans a little harder on reads, though the gap is small.
Devour
The possessed boss escalates on rules, never models players
Phasmophobia
Ghost behaviour is randomised, not adaptive to you.
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
Phasmophobia
Ghost type and evidence rolls are hidden each contract.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
Spawn pools, UV stuns, and routes converge with experience
Phasmophobia
Evidence trees and equipment loadouts are solvable checklists.
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.