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 · Systems & Chaos
Solving a castaway survival loop on procedurally placed Pacific islands against condition decay.

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
Stranded Deep leans Optimization (Systems & Chaos); Totally Accurate Battle Simulator leans Optimization (Systems & Chaos).
Stranded Deep leans a little harder on execution, though the gap is small.
Stranded Deep
Shark combat and crafting need minimal twitch skill
Totally Accurate Battle Simulator
Place units then watch; no hands required
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Stranded Deep
Marine life follows scripted aggression thresholds only
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Stranded Deep
Island layouts, loot containers, and boss shark HP vary per seed
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Totally Accurate Battle Simulator leans a little harder on optimization, though the gap is small.
Stranded Deep
Water, food, and raft routing are the solvable survival loop
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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.