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 · Pure Optimization
A turn-based RPG where relic substat variance and speed-tuned team optimisation define endgame performance.

Optimization · Pure Optimization
Story-heavy deckbuilder of clashing dice and floor-by-floor library combat.
Honkai: Star Rail leans Optimization (Pure Optimization); Library of Ruina leans Optimization (Pure Optimization).
Honkai: Star Rail leans a little harder on execution, though the gap is small.
Honkai: Star Rail
Turn-based; physical input precision is essentially irrelevant
Library of Ruina
Turn-based card combat, no input precision.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
PvE only with scripted enemy behaviour throughout
Library of Ruina
Scripted enemy decks, no adaptive opponent.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
Relic substat RNG and gacha pulls drive character progression
Library of Ruina
Dice rolls and draws swing fights moderately.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
Speed tuning, team cycle theory, and buff windows are deeply solvable
Library of Ruina
Deck construction and clash math is 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.