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 body-preparation horror sim where randomised demon identities and shift events create genuine variance around a learnable ruleset.
Don't Starve leans Variance (Systems & Chaos); The Mortuary Assistant leans Variance (Systems & Chaos).
The Mortuary Assistant leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
The Mortuary Assistant
Physical embalming tasks under time pressure; moderate coordination demand
The Mortuary Assistant leans a little harder on reads, though the gap is small.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
The Mortuary Assistant
Demon behaviour is scripted, not adaptive to player strategy
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
The Mortuary Assistant
Demon identity, body assignments and haunting events are randomised each shift
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
The Mortuary Assistant
Embalming procedures and demon-identification logic are fully learnable rules
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.