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
Skill-active survivors-like with curse stacking and boss-rush escalation.
Kenshi leans Optimization (Systems & Chaos); Soulstone Survivors leans Optimization (Systems & Chaos).
Soulstone Survivors leans a little harder on execution, though the gap is small.
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Soulstone Survivors
Active skills and dodging beyond auto-attack.
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
Soulstone Survivors
Scripted enemy waves.
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
Soulstone Survivors
Skill and curse drops swing builds.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Kenshi
Squad composition, base design, and skill levelling routes are deeply solvable
Soulstone Survivors
Curses and build crafting reward planning.
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.