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 strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Kenshi leans Optimization (Systems & Chaos); Void Bastards leans Optimization (Systems & Chaos).
Void Bastards leans a little harder on execution, though the gap is small.
Kenshi
Real-time squad combat has marginal positioning skill ceiling
Void Bastards
Light FPS combat with some aiming but heavy strategic emphasis
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
Void Bastards
Alien enemies follow scripted patrol and attack patterns
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
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Kenshi leans a little harder on optimization, though the gap is small.
Kenshi
Squad composition, base design, and skill levelling routes are deeply solvable
Void Bastards
Resource chain planning and technology tree progression are the defining axes
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.