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

Optimization · Systems & Chaos
Designing and flying modular spacecraft while solving a galactic survival and crafting progression.

Variance · Systems & Chaos
Listening for randomised audio cues and executing a defensive checking routine.
Empyrion: Galactic Survival leans Optimization (Systems & Chaos); Five Nights at Freddy's 4 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.
Empyrion: Galactic Survival
Ship and ground combat demand aim and piloting skill
Five Nights at Freddy's 4
Reacting to breath audio cues within tight windows matters
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Empyrion: Galactic Survival
Enemy factions follow scripted patrol and attack patterns
Five Nights at Freddy's 4
Animatronic movement is RNG, not an adapting mind
Five Nights at Freddy's 4 leans a little harder on variance, though the gap is small.
Empyrion: Galactic Survival
Planet and POI loot tables carry significant hidden randomness
Five Nights at Freddy's 4
Random animatronic positions stay hidden behind audio cues
Empyrion: Galactic Survival leans a little harder on optimization, though the gap is small.
Empyrion: Galactic Survival
Ship blueprint design, resource routing, and faction progression are solvable
Five Nights at Freddy's 4
Door-checking routines become a learnable optimal loop
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.