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.

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

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Don't Starve leans Variance (Systems & Chaos); Sunless Sea leans Variance (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
Sunless Sea
Slow boat combat barely tests the hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
Sunless Sea
Horrors are scripted or random, never adaptive
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
Sunless Sea
Hidden map, random events and unknown story branches dominate
Don't Starve leans a little harder on optimization, though the gap is small.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
Sunless Sea
Trade routes and fuel math converge once mapped
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.