head to head
The Mortuary Assistant asks more than State of Decay 2, and the gap is variance.

Optimization · Systems & Chaos
Managing a survivor community's economy and risk under permadeath randomness.

Variance · Systems & Chaos
A body-preparation horror sim where randomised demon identities and shift events create genuine variance around a learnable ruleset.
State of Decay 2 leans Optimization (Systems & Chaos); The Mortuary Assistant leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
State of Decay 2
Combat is forgiving; stealth and swings need modest timing
The Mortuary Assistant
Physical embalming tasks under time pressure; moderate coordination demand
The Mortuary Assistant leans a little harder on reads, though the gap is small.
State of Decay 2
Zombies and hostile NPCs follow randomised scripts
The Mortuary Assistant
Demon behaviour is scripted, not adaptive to player strategy
The Mortuary Assistant leans clearly harder on variance.
State of Decay 2
Permadeath, infestations and survivor traits randomise each community
The Mortuary Assistant
Demon identity, body assignments and haunting events are randomised each shift
State of Decay 2 leans a little harder on optimization, though the gap is small.
State of Decay 2
Base building, resource routing and survivor management drive survival
The Mortuary Assistant
Embalming procedures and demon-identification logic are fully learnable rules
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.