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 · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
Going Medieval leans Optimization (Systems & Chaos); Torchlight leans Optimization (Pure Optimization).
Torchlight leans a little harder on execution, though the gap is small.
Going Medieval
Pause-enabled management has no twitch component
Torchlight
Click-to-kill combat with minimal mechanical demand
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
Torchlight
Solo dungeon crawl, no adaptive opposition
Going Medieval leans a little harder on variance, though the gap is small.
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
Torchlight
Randomized loot and dungeon layouts gate power
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Going Medieval
Fortress design, food supply chains, and research order are richly solvable
Torchlight
Build paths and gear stats are the real game
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.