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.

Variance · Systems & Chaos
A gothic exploration roguelike about sailing an underground ocean, trading terror for stories and profit.

Variance · Systems & Chaos
A river-rafting survival roguelite where smart crafting beats a randomized flood.
Sunless Sea leans Variance (Systems & Chaos); The Flame in the Flood leans Variance (Systems & Chaos).
The Flame in the Flood leans a little harder on execution, though the gap is small.
Sunless Sea
Slow boat combat barely tests the hands
The Flame in the Flood
Rafting demands light steering, encounters avoidable
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Sunless Sea
Horrors are scripted or random, never adaptive
The Flame in the Flood
Wolves and boars run simple fixed behaviour
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Sunless Sea
Hidden map, random events and unknown story branches dominate
The Flame in the Flood
Procedural river and loot rolls shape every run
The Flame in the Flood leans a little harder on optimization, though the gap is small.
Sunless Sea
Trade routes and fuel math converge once mapped
The Flame in the Flood
Crafting priorities and inventory triage decide survival
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.