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
Building undead squads and solving turn-based fights against the run's randomness.

Optimization · Pure Optimization
A breezy dungeon-crawling loot game about builds and ever-better randomized gear.
Iratus: Lord of the Dead leans Optimization (Systems & Chaos); Torchlight leans Optimization (Pure Optimization).
Torchlight leans a little harder on execution, though the gap is small.
Iratus: Lord of the Dead
Turn-based menus - no twitch demands at all
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.
Iratus: Lord of the Dead
Enemy parties follow scripted AI, never model you
Torchlight
Solo dungeon crawl, no adaptive opposition
Iratus: Lord of the Dead leans a little harder on variance, though the gap is small.
Iratus: Lord of the Dead
Minion part drops, enemy comps and hit rolls shape runs
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.
Iratus: Lord of the Dead
Necromancer squad builds and sanity-targeting math drive every fight
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.