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
Gacha RPG where players summon historical heroes for turn-based card battles.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Fate/Grand Order 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.
Fate/Grand Order
Tap-based turn commands, no dexterity test
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.
Fate/Grand Order
Enemies are fully scripted
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.
Fate/Grand Order
Gacha pulls and card draws dominate outcomes
Sunless Sea
Hidden map, random events and unknown story branches dominate
Fate/Grand Order leans a little harder on optimization, though the gap is small.
Fate/Grand Order
Team comps, NP timing, and event farming routes
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.