head to head
Phoenix Point asks more than Don't Starve, and the gap is execution.

Variance · Systems & Chaos
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.

Variance · Systems & Chaos
Managing a manual-aim shooting layer on top of XCOM-style strategic campaign optimization.
Don't Starve leans Variance (Systems & Chaos); Phoenix Point leans Variance (Systems & Chaos).
Phoenix Point leans clearly harder on execution.
Don't Starve
Kiting combat is simple but timing matters marginally
Phoenix Point
Manual aiming system introduces real accuracy input on every shot
Phoenix Point leans a little harder on reads, though the gap is small.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Phoenix Point
Alien factions evolve threat pools but not adaptively against you personally
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
World generation, season timing, and loot rolls are highly random
Phoenix Point
Body-part hit location and mutation pools drive heavy RNG swings
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Phoenix Point
Research priority, vehicle builds, and faction balance are deeply optimizable
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.