head to head
X-COM: UFO Defense asks more than Phasmophobia, and the gap is optimization.

Variance · Systems & Chaos
A cooperative horror investigation about identifying a randomised ghost from evidence.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Phasmophobia leans Variance (Systems & Chaos); X-COM: UFO Defense 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.
Phasmophobia
Minimal aiming; you just walk and use tools.
X-COM: UFO Defense
Turn-based; only inventory clicking
Phasmophobia leans a little harder on reads, though the gap is small.
Phasmophobia
Ghost behaviour is randomised, not adaptive to you.
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Phasmophobia leans a little harder on variance, though the gap is small.
Phasmophobia
Ghost type and evidence rolls are hidden each contract.
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans clearly harder on optimization.
Phasmophobia
Evidence trees and equipment loadouts are solvable checklists.
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.