head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.
Diablo IV 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 IV
Clicking and dodging are light; gear carries you.
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
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 IV
Loot rolls, affixes, and uniques drive every session.
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 IV
Paragon, aspects, and damage buckets are solvable theorycraft.
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.