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 · Practiced Mastery
Community resource management under randomised zombie pressure, with light action execution.

Optimization · Systems & Chaos
A dystopian survival adventure about blending into a drugged English town gone wrong.
State of Decay leans Optimization (Practiced Mastery); We Happy Few leans Optimization (Systems & Chaos).
State of Decay leans a little harder on execution, though the gap is small.
State of Decay
Melee and driving are functional, not demanding
We Happy Few
Clunky melee and stealth with low ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
State of Decay
Zombies swarm by simple rules, never adapting
We Happy Few
Wellies follow scripted suspicion rules
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
State of Decay
Dynamic events, infestations and survivor traits roll randomly
We Happy Few
Procedural districts and loot vary per run
State of Decay leans a little harder on optimization, though the gap is small.
State of Decay
Base building, resource runs and survivor management are the game
We Happy Few
Conformity systems, crafting, and routes are solvable
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.