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

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Going Medieval leans Optimization (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
The Long Dark leans a little harder on execution, though the gap is small.
Going Medieval
Pause-enabled management has no twitch component
The Long Dark
Rifle aim and wolf struggles need minimal twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Going Medieval
Raider AI follows scripted attack patterns and frequencies
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
Going Medieval leans a little harder on optimization, though the gap is small.
Going Medieval
Fortress design, food supply chains, and research order are richly solvable
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.