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.

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.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Devour leans Variance (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Devour
Running and item carrying require minimal dexterity
The Long Dark
Rifle aim and wolf struggles need minimal twitch
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
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Devour leans a little harder on variance, though the gap is small.
Devour
Randomised item spawns and boss aggression drive each run
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
The Long Dark leans a little harder on optimization, though the gap is small.
Devour
Spawn pools, UV stuns, and routes converge with experience
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.