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

Variance · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.

Variance · Systems & Chaos
A cooperative horror investigation about identifying a randomised ghost from evidence.
For the King leans Variance (Systems & Chaos); Phasmophobia 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.
For the King
Turn-based slot rolls need no dexterity
Phasmophobia
Minimal aiming; you just walk and use tools.
Phasmophobia leans a little harder on reads, though the gap is small.
For the King
Enemies follow simple deterministic combat AI
Phasmophobia
Ghost behaviour is randomised, not adaptive to you.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Dice-roll combat and random maps dominate single runs
Phasmophobia
Ghost type and evidence rolls are hidden each contract.
For the King leans a little harder on optimization, though the gap is small.
For the King
Focus economy, routing and loadout play beat the odds
Phasmophobia
Evidence trees and equipment loadouts are solvable checklists.
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.