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 a faction and base from nothing in a brutal open world through layered squad and economy systems.

Optimization · Systems & Chaos
A survivors-like testing build synergy stacking against randomised upgrade offers.
Kenshi leans Optimization (Systems & Chaos); Megabonk leans Optimization (Systems & Chaos).
Megabonk leans a little harder on execution, though the gap is small.
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Megabonk
Dodging dense hordes takes positioning but not twitch aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kenshi
Faction and bandit AI follows scripted patrol and raid logic
Megabonk
Hordes mindlessly converge on you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Megabonk
Item and upgrade rolls shape every run's build
Kenshi leans a little harder on optimization, though the gap is small.
Kenshi
Squad composition, base design, and skill levelling routes are deeply solvable
Megabonk
Stacking synergistic upgrades into broken builds is the loop
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.