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 dig-and-defend roguelite where balancing mining efficiency against wave defense upgrades under run variance is the test.

Optimization · Pure Optimization
Using stealth-phase positioning to construct optimal ambushes against scripted patrols.
Dome Keeper leans Optimization (Systems & Chaos); Mutant Year Zero: Road to Eden leans Optimization (Pure Optimization).
Dome Keeper leans a little harder on execution, though the gap is small.
Dome Keeper
Mining and turret aiming demand light real-time input
Mutant Year Zero: Road to Eden
Stealth positioning before combat demands spatial precision
Mutant Year Zero: Road to Eden leans a little harder on reads, though the gap is small.
Dome Keeper
Enemy waves follow scripted attack patterns
Mutant Year Zero: Road to Eden
Enemies patrol fixed routes; no adaptive opponent modeling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dome Keeper
Resource vein placement and relic offers vary per run
Mutant Year Zero: Road to Eden
Hit chances and mutation procs introduce meaningful RNG
Mutant Year Zero: Road to Eden leans a little harder on optimization, though the gap is small.
Dome Keeper
Upgrade prioritization and mining route planning form the core loop
Mutant Year Zero: Road to Eden
Stalker trait loadouts and pre-combat positioning are tight optimization puzzles
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.