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
A survival puzzle of rationing resources while mapping randomised anomaly rules.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.
Distrust leans Optimization (Systems & Chaos); Kenshi leans Optimization (Systems & Chaos).
Kenshi leans a little harder on execution, though the gap is small.
Distrust
Isometric clicking under time pressure, never twitch demands
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.
Distrust
Anomalies follow random rules, not adaptive minds
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.
Distrust
Procedural stations, hidden anomaly rules and sanity warps dominate
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Kenshi leans a little harder on optimization, though the gap is small.
Distrust
Resource triage and sleep management are solvable systems
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.