Difficulty, resolved to one player
A game is not hard.
It is hard in a particular way, for a particular player.
CLIMBINGTRIVIAL, then GENTLE, then MODERATE, then STEEP, then PUNISHING, then BRUTAL — and then a wall.→ WALL
Celeste demands frame-perfect inputs and forgives every mistake instantly. Darkest Dungeon barely tests your hands and can erase forty hours. Collapsing both to “7/10 difficulty” tells you nothing. TrialPixel maps games across eight axes, then re-scores every one of them against your skills, your controls, and what you are willing to put up with.
Or browse the whole catalogue — 204 games with a fingerprint solid enough to rank.
- 209
- GAMES MAPPED
- 166
- WALLS CHARTED
Every number on this site is currently about nobody.
Answer eight questions about what you are good at and what you can stand, and the whole catalogue re-scores. Two minutes, no account, works signed out.
- 01Rate your own aptitude on the eight axes — honestly, not aspirationally.
- 02Say what you play on and what you need: input, platform, access, assists.
- 03Every score on the site becomes a score for you, and stays that way.
What it does
Every panel below is live data, not a mock-up. Hold one to watch it run.
What an account keeps
The same game, two players, two answers
Nothing on this site is behind a sign-in — calibration works signed out and always will. An account is how the result stops being about this browser and starts being about you.
One fingerprint, one scoring engine, two players. Yours is the one it cannot compute yet.
- →A profile that survives this browserCalibrated signed out, it lives in a cookie. Signed in, it follows you to the next device.
- →Personal scores that stay personalEvery game re-scored against your aptitudes on every visit, not just this one.
- →Your ratings, walls and historyWhat you rated, what you beat, what stopped you, and the duels you settled.
The eight axes
Every axis runs 1 to 10 and every one points the same way: higher is harder. Follow one to see the games that lean on it.
Where the numbers come from
Editorial anchors set the scale, players move it. Every head-to-head call feeds a Bradley–Terry fit that re-derives each axis from the comparisons rather than from an average of star ratings, and anything still resting on an estimate is labelled as one wherever it appears. Nothing here pretends to more confidence than it has earned.
Two minutes and the whole catalogue is about you instead.
Calibrate