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

Optimization · Pure Optimization
A 2D sandbox of procedurally generated planets driven by crafting progression.

Optimization · Systems & Chaos
Co-op survival roguelite about racing the clock to gear up before giants smash your village.
Starbound leans Optimization (Pure Optimization); Tribes of Midgard 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.
Starbound
Light platforming and combat, generous margins
Tribes of Midgard
Light action combat with dodges and weapon timing
Tribes of Midgard leans a little harder on reads, though the gap is small.
Starbound
Procedural NPCs follow simple fixed behaviours
Tribes of Midgard
Co-op vs scripted giants and waves, nothing adapts
Tribes of Midgard leans a little harder on variance, though the gap is small.
Starbound
Procedural planets and loot keep early exploration unknown
Tribes of Midgard
Procedural maps and random events reshape each run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Starbound
Gear tiers, farming, and progression routes dominate
Tribes of Midgard
Resource routing and base defense priorities decide seasons
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.