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
Managing clone resources and mapping patrol circuits to chain ghost kills through vertical levels.

Optimization · Pure Optimization
A perk-driven sci-fi RPG won by flaw selection and dialogue routing.
Styx: Shards of Darkness leans Optimization (Pure Optimization); The Outer Worlds leans Optimization (Pure Optimization).
Styx: Shards of Darkness leans a little harder on execution, though the gap is small.
Styx: Shards of Darkness
Climbing and kill-window timing are modest but present demands
The Outer Worlds
FPS-lite with time-dilation aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Styx: Shards of Darkness
Dark Elves and Dwarves use scripted patrol trees throughout
The Outer Worlds
Scripted enemies
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Styx: Shards of Darkness
Level geometry is consistent; knowledge transfers cleanly between attempts
The Outer Worlds
Loot rolls, dialogue check variance
Styx: Shards of Darkness leans a little harder on optimization, though the gap is small.
Styx: Shards of Darkness
Clone economy, rope optimisation, and route planning are the lead skill
The Outer Worlds
Perks, flaws, dialogue routing rewarded
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.