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 · Practiced Mastery
Optimising a base-building and crafting loop against scripted mutant threats in a dense forest.
Empyrion: Galactic Survival leans Optimization (Systems & Chaos); Sons of the Forest leans Optimization (Practiced Mastery).
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
Sons of the Forest
Ranged and melee combat demands aim and timing
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
Sons of the Forest
Mutant AI follows scripted patterns regardless of player strategy
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
Sons of the Forest
Enemy spawns and loot locations inject session-level randomness
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
Sons of the Forest
Base construction and resource routing reward systematic 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.