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.

Optimization · Pure Optimization
Roguelite about raiding dungeons by night and pricing the loot in your shop by day.
Empyrion: Galactic Survival leans Optimization (Systems & Chaos); Moonlighter leans Optimization (Pure Optimization).
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
Moonlighter
Dodge-heavy dungeon combat
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
Moonlighter
Enemies are scripted patterns
Empyrion: Galactic Survival leans a little harder on variance, though the gap is small.
Empyrion: Galactic Survival
Planet and POI loot tables carry significant hidden randomness
Moonlighter
Random dungeon layouts and loot rolls
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Empyrion: Galactic Survival
Ship blueprint design, resource routing, and faction progression are solvable
Moonlighter
Price discovery and shop economy are the real game
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.