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.

Variance · Systems & Chaos
Map-and-compass navigation through hidden dangers on a hostile mountain.

Optimization · Systems & Chaos
Interactive horror drama where dialogue choices and QTEs decide who survives the night.
Kholat leans Variance (Systems & Chaos); The Quarry leans Optimization (Systems & Chaos).
The Quarry leans a little harder on execution, though the gap is small.
Kholat
Walking the mountain takes no dexterity
The Quarry
QTE prompts are the only dexterity test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kholat
The presence stalks on randomised triggers, not a mind
The Quarry
No adaptive opposition, only branching scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Kholat
Navigating by map coordinates with hidden danger zones
The Quarry
Hidden branch logic surprises until paths are mapped
The Quarry leans a little harder on optimization, though the gap is small.
Kholat
Landmark navigation and route memory converge with repetition
The Quarry
Choice outcomes converge to known survival routes
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.