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.

Optimization · Pure Optimization
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.

Optimization · Pure Optimization
A turn-based tactics RPG about exploiting terrain and squad synergies.
Pillars of Eternity leans Optimization (Pure Optimization); Urtuk: The Desolation leans Optimization (Pure Optimization).
Pillars of Eternity leans a little harder on execution, though the gap is small.
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Urtuk: The Desolation
Turn-based, so no reflex or aim skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Urtuk: The Desolation
Enemy AI is scripted, not adaptive to you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Urtuk: The Desolation
Battlefield generation and crit rolls add randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron mastery
Urtuk: The Desolation
Exploiting terrain, traits and positioning is the entire game
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.