head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Pure Optimization
Roguelite about raiding dungeons by night and pricing the loot in your shop by day.

Optimization · Practiced Mastery
Optimising a base-building and crafting loop against scripted mutant threats in a dense forest.
Moonlighter leans Optimization (Pure Optimization); Sons of the Forest leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Moonlighter
Dodge-heavy dungeon combat
Sons of the Forest
Ranged and melee combat demands aim and timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Moonlighter
Enemies are scripted patterns
Sons of the Forest
Mutant AI follows scripted patterns regardless of player strategy
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Moonlighter
Random dungeon layouts and loot rolls
Sons of the Forest
Enemy spawns and loot locations inject session-level randomness
Moonlighter leans a little harder on optimization, though the gap is small.
Moonlighter
Price discovery and shop economy are the real game
Sons of the Forest
Base construction and resource routing reward systematic 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.