head to head
XCOM: Enemy Unknown asks more than Lethal Company, and the gap is optimization.

Variance · Systems & Chaos
A co-op horror about scavenging scrap on hostile moons for a quota.

Optimization · Systems & Chaos
Managing RNG-driven combat while solving the underlying base economy and research tree.
Lethal Company leans Variance (Systems & Chaos); XCOM: Enemy Unknown leans Optimization (Systems & Chaos).
Lethal Company leans a little harder on execution, though the gap is small.
Lethal Company
Movement and aim matter under pressure.
XCOM: Enemy Unknown
Turn-based; no twitch inputs; cover placement has mild precision
Lethal Company leans a little harder on reads, though the gap is small.
Lethal Company
Other players coordinate, but enemies scripted.
XCOM: Enemy Unknown
Aliens follow scripted AI, never model your specific habits
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Lethal Company
Moon layouts and monster spawns randomize.
XCOM: Enemy Unknown
Hit chances, crit rolls, and mission spawns create constant RNG swings
XCOM: Enemy Unknown leans clearly harder on optimization.
Lethal Company
Quota routing and loadouts reward planning.
XCOM: Enemy Unknown
Squad composition, research order, and base economy are solvable
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.