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 · Pure Optimization
A survival city builder driven by harsh resource and law optimization.

Optimization · Pure Optimization
A historical worker-placement economy testing allocation efficiency against event risk.
Frostpunk leans Optimization (Pure Optimization); Predynastic Egypt 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.
Frostpunk
Pausable strategy with no input precision.
Predynastic Egypt
Turn-based worker placement has no physical layer
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Frostpunk
No adaptive opponent in the survival city.
Predynastic Egypt
Events are scripted-historical, nothing adapts
Predynastic Egypt leans a little harder on variance, though the gap is small.
Frostpunk
Scenario events and weather pulses add tension.
Predynastic Egypt
Event rolls and exploration outcomes inject managed risk
Frostpunk leans a little harder on optimization, though the gap is small.
Frostpunk
Resource routing, laws, and heat are solvable.
Predynastic Egypt
Worker allocation and tech ordering is a solvable economy
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.