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

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

Variance · Systems & Chaos
Excavating a town's hidden history through unguided, methodical deduction.
Don't Starve leans Variance (Systems & Chaos); The Painscreek Killings 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
The Painscreek Killings
Walking and photographing, nothing physical
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
The Painscreek Killings
An empty town - no one to outwit
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 Painscreek Killings
The entire mystery is hidden information to excavate
Don't Starve leans clearly harder on optimization.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
The Painscreek Killings
Cross-referencing keys, dates and letters is methodical deduction
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.