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.

Optimization · Systems & Chaos
A comedic roguelike where absurd skill trees and crafting combos carry you past lutefisk and Diggle hordes.

Optimization · Pure Optimization
A sprawling open-world German loot ARPG set across the seamless continent of Ancaria.
Dungeons of Dredmor leans Optimization (Systems & Chaos); Sacred leans Optimization (Pure Optimization).
Sacred leans a little harder on execution, though the gap is small.
Dungeons of Dredmor
Turn-based; no physical demands
Sacred
Click combat with combo-move sequencing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dungeons of Dredmor
No adaptive opponent
Sacred
Open-world enemies are scripted
Dungeons of Dredmor leans a little harder on variance, though the gap is small.
Dungeons of Dredmor
Random floors, loot, and crafting drops vary runs
Sacred
Loot drops and random world events
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dungeons of Dredmor
Skill-tree synergies and crafting are highly solvable
Sacred
Combat art combos, rune management, build planning
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.