head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Systems & Chaos
Blizzard's mobile Diablo where loot RNG and paid gem systems drive character power.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.
Diablo Immortal leans Optimization (Systems & Chaos); Kenshi 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.
Diablo Immortal
Touch-friendly combat with dodge timing
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Diablo Immortal leans a little harder on reads, though the gap is small.
Diablo Immortal
PvP battlegrounds exist but gear usually decides
Kenshi
Faction and bandit AI follows scripted patrol and raid logic
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo Immortal
Legendary gem and loot RNG, heavily monetized
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo Immortal
Resonance, paragon, set optimization dominate power
Kenshi
Squad composition, base design, and skill levelling routes are deeply 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.