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.

Variance · Systems & Chaos
Pausable top-down heist game about improvising infiltrations of procedurally generated spaceships.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.
Heat Signature leans Variance (Systems & Chaos); Kenshi leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Heat Signature
Pause tool removes most dexterity pressure
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Heat Signature
Guards follow simple mappable logic
Kenshi
Faction and bandit AI follows scripted patrol and raid logic
Heat Signature leans a little harder on variance, though the gap is small.
Heat Signature
Procedural ships, gear, and mission rolls
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Kenshi leans a little harder on optimization, though the gap is small.
Heat Signature
Gadget combos and improvised plan routing
Kenshi
Squad composition, base design, and skill levelling routes are deeply 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.