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
Racing the day cycle to stack items faster than the seed punishes you.

Optimization · Systems & Chaos
A strategic FPS roguelite where planning efficient resource chains across random ships is the real test.
Muck leans Optimization (Systems & Chaos); Void Bastards leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Muck
Kiting bosses and dodging demands basic action skill
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.
Muck
Enemies swarm on simple scripts
Void Bastards
Alien enemies follow scripted patrol and attack patterns
Void Bastards leans a little harder on variance, though the gap is small.
Muck
Seeds, chest rolls and item drops shape every run
Void Bastards
Ship layouts and enemy compositions randomise resource availability each run
Void Bastards leans a little harder on optimization, though the gap is small.
Muck
Power-stacking economy and day-loop routing decide survival
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.