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.

Optimization · Systems & Chaos
Building a faction and base from nothing in a brutal open world through layered squad and economy systems.

Optimization · Pure Optimization
Mastering a richly simulated survival world through its layered metallurgy and seasonal farming systems.
Kenshi leans Optimization (Systems & Chaos); Vintage Story leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Vintage Story
Combat has deliberate timing; temporal storms add pressure
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
Vintage Story
Drifters and enemies use scripted attack patterns
Kenshi leans a little harder on variance, though the gap is small.
Kenshi
Bandit encounters, world states, and loot are substantially randomised
Vintage Story
World generation and ore veins are hidden and randomised
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
Vintage Story
Metallurgy progression and agriculture cycles are deeply systematic
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.