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

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

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Sunless Skies leans Variance (Systems & Chaos); The Long Dark leans Optimization (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 Long Dark
Rifle aim and wolf struggles need minimal twitch
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 Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Sunless Skies
Hidden ports, story branches and terror events
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
The Long Dark leans a little harder on optimization, though the gap is small.
Sunless Skies
Trade routes and fuel economics are plannable
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.