head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Variance · Systems & Chaos
A gothic narrative exploration game about flying a steam locomotive through haunted skies.

Variance · Systems & Chaos
A river-rafting survival roguelite where smart crafting beats a randomized flood.
Sunless Skies leans Variance (Systems & Chaos); The Flame in the Flood leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Sunless Skies
Slow locomotive combat asks little of 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 Skies
Horrors and agents follow scripted storylets
The Flame in the Flood
Wolves and boars run simple fixed behaviour
The Flame in the Flood leans a little harder on variance, though the gap is small.
Sunless Skies
Hidden ports, story branches and terror events
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 Skies
Trade routes and fuel economics are plannable
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.