head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Variance · Systems & Chaos
Calm tile-laying puzzle balancing draws against placement.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Dorfromantik leans Variance (Systems & Chaos); Sunless Sea leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
no twitch
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.
Dorfromantik
no adversary
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.
Dorfromantik
hand of tiles drawn
Sunless Sea
Hidden map, random events and unknown story branches dominate
Dorfromantik leans a little harder on optimization, though the gap is small.
Dorfromantik
placement to maximize quest tiles
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.