head to head
RimWorld asks more than Don't Starve, and the gap is optimization.

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

Optimization · Systems & Chaos
A colony sim where the storyteller's randomness tests your designed defenses.
Don't Starve leans Variance (Systems & Chaos); RimWorld leans Optimization (Systems & Chaos).
Don't Starve leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
RimWorld
Pausable, no input precision required.
RimWorld leans a little harder on reads, though the gap is small.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
RimWorld
Storyteller AI is randomised, not adaptive to you.
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
RimWorld
Raids, weather, and pawn traits are heavily random.
RimWorld leans clearly harder on optimization.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
RimWorld
Colony layout, work priorities, and defenses 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.