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.

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

Optimization · Systems & Chaos
A strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Diablo IV leans Optimization (Systems & Chaos); Void Bastards leans Optimization (Systems & Chaos).
Void Bastards leans a little harder on execution, though the gap is small.
Diablo IV
Clicking and dodging are light; gear carries you.
Void Bastards
Light FPS combat with some aiming but heavy strategic emphasis
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.
Void Bastards
Alien enemies follow scripted patrol and attack patterns
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.
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Diablo IV leans a little harder on optimization, though the gap is small.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
Void Bastards
Resource chain planning and technology tree progression are the defining axes
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.