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 · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
The Long Dark leans Optimization (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
The Long Dark leans a little harder on execution, though the gap is small.
The Long Dark
Rifle aim and wolf struggles need minimal twitch
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans a little harder on optimization, though the gap is small.
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.