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
A co-op horror romp where teams scour a haunted house for keys and dolls while an evil girl flickers between calm and lethal.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.
Pacify leans Variance (Systems & Chaos); Sunless Sea leans Variance (Systems & Chaos).
Pacify leans a little harder on execution, though the gap is small.
Pacify
Sprinting and door play need only basic control
Sunless Sea
Slow boat combat barely tests the hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pacify
The girl switches states by rules, not by reading players
Sunless Sea
Horrors are scripted or random, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pacify
Randomised key and doll locations make every run uncertain
Sunless Sea
Hidden map, random events and unknown story branches dominate
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pacify
Teams that map mechanics turn chaos into clean speedruns
Sunless Sea
Trade routes and fuel math converge once mapped
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.