head to head
Don't Starve asks more than Tharsis, 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
Tests probability management as dice rolls repeatedly threaten a doomed Mars mission.
Don't Starve leans Variance (Systems & Chaos); Tharsis leans Variance (Systems & Chaos).
Don't Starve leans clearly harder on execution.
Don't Starve
Kiting combat is simple but timing matters marginally
Tharsis
Assigning dice needs no dexterity
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
Tharsis
Disasters are random events, not an adapting mind
Tharsis leans a little harder on variance, though the gap is small.
Don't Starve
World generation, season timing, and loot rolls are highly random
Tharsis
Dice rolls and event draws brutally dominate each turn
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
Tharsis
Crew allocation and risk math are the counterplay
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.