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 gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Devour leans Variance (Systems & Chaos); Sunless Sea leans Variance (Systems & Chaos).
Devour leans a little harder on execution, though the gap is small.
Devour
Running and item carrying require minimal dexterity
Sunless Sea
Slow boat combat barely tests the hands
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
Sunless Sea
Horrors are scripted or random, never adaptive
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
Sunless Sea
Hidden map, random events and unknown story branches dominate
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
Sunless Sea
Trade routes and fuel math converge once mapped
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.