head to head
Sunless Sea asks more than ToeJam & Earl, and the gap is optimization.

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

Variance · Pure Chaos
Laid-back co-op roguelike about funky aliens opening mystery presents on randomized Earth levels.
Sunless Sea leans Variance (Systems & Chaos); ToeJam & Earl leans Variance (Pure Chaos).
ToeJam & Earl leans a little harder on execution, though the gap is small.
Sunless Sea
Slow boat combat barely tests the hands
ToeJam & Earl
Slow exploration with light dodging of Earthlings
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
ToeJam & Earl
Earthlings wander on scripts, never adapt
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
ToeJam & Earl
Unidentified presents and random levels dominate runs
Sunless Sea leans clearly harder on optimization.
Sunless Sea
Trade routes and fuel math converge once mapped
ToeJam & Earl
Present knowledge and level routing reward experience
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.