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Steam News25 May 20261mo ago

Class Rebalancing and Damage Calculations

Hello, explorers of the unwanted dungeon! A new update has arrived with several modifications to the game!

In this update15

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Hello, explorers of the unwanted dungeon!

What changed

5 fixes32 additions104 changes19 removals
  • Events
  • Balance
  • UI and audio
  • Gameplay
  • Maps
  • Store
addedA new update has arrived with several modifications to the game! The main focus of this patch is character and attribute rebalancing , along with various Quality of Life (QoL) improvements affecting everything from equipment and resources to in-game events.
changed🏹 New Damage Calculation for Extra ProjectilesThe " Projectile Count " attribute was granting exorbitant advantages to characters focused on these builds (like Elias and Aaron). Previously, an extra projectile simply meant doubling your power. No other attribute in the game scaled this way, making non-projectile builds highly disadvantageous.
added🏹 New Damage Calculation for Extra ProjectilesTo fix this, how the projectile count influences damage has been revised. A new damage division coefficient has been added, distributing power much more fairly:
changed🏹 New Damage Calculation for Extra ProjectilesComplementary adjustments to this change:
changed🏹 New Damage Calculation for Extra ProjectilesThe maximum limit for Projectile Amount has been increased from 4 to 5.
changed🏹 New Damage Calculation for Extra ProjectilesFrom now on, when an attribute reaches its maximum limit (e.g., limit of 5 projectiles reached), the value will be highlighted in yellow on the interface.
maximum limit for Projectile Amount45maximum limit for Projectile Amount increased, buffCave Path (Special Offer): Shield granted50%90%Cave Path (Special Offer): Shield granted increased, buffThe shield gain was drastically increased,25%90%The shield gain was drastically increased, increased, buffSiege of Decay: The danger zone damage10%12%Siege of Decay: The danger zone damage increased, buff

Unwanted Dungeon changes

addedA new update has arrived with several modifications to the game! The main focus of this patch is character and attribute rebalancing , along with various Quality of Life (QoL) improvements affecting everything from equipment and resources to in-game events.
changedThe " Projectile Count " attribute was granting exorbitant advantages to characters focused on these builds (like Elias and Aaron). Previously, an extra projectile simply meant doubling your power. No other attribute in the game scaled this way, making non-projectile builds highly disadvantageous.
addedTo fix this, how the projectile count influences damage has been revised. A new damage division coefficient has been added, distributing power much more fairly:
changedComplementary adjustments to this change:
changedThe maximum limit for Projectile Amount has been increased from 4 to 5.

A new update has arrived with several modifications to the game! The main focus of this patch is character and attribute rebalancing, along with various Quality of Life (QoL) improvements affecting everything from equipment and resources to in-game events.

Since this is a massive and detailed update, I've divided the notes into four parts to make reading easier:

  1. 🏹 Attribute Rework: Projectile Amount

  2. ⚖️ Class Balancing Summary

  3. 🛠️ General Game Modifications

  4. 🔎 Detailed Class Notes (For those who love numbers!)

Let's get to it!

🏹 New Damage Calculation for Extra Projectiles

The "Projectile Count" attribute was granting exorbitant advantages to characters focused on these builds (like Elias and Aaron). Previously, an extra projectile simply meant doubling your power. No other attribute in the game scaled this way, making non-projectile builds highly disadvantageous.

To fix this, how the projectile count influences damage has been revised. A new damage division coefficient has been added, distributing power much more fairly:

Projectile CountDamage per ProjectileTotal Damage Dealt
1 Projectile100% damage100%
2 Projectiles60% damage120%
3 Projectiles50% damage150%
4+ Projectiles40% damage160%+

Practical Example:

BEFORE: An arrow deals 10 damage. With +1 projectile, you shoot two arrows dealing 10 damage each (Total: 20 damage).

NOW: The damage is partially split. The same 10-damage arrow, upon gaining +1 projectile, will cause the two arrows to deal 60% of the base damage, meaning 6 damage each (Total: 12 damage). The total damage is still higher than shooting a single arrow, but now it scales in a balanced way.

Complementary adjustments to this change:

  • The maximum limit for Projectile Amount has been increased from 4 to 5.

  • From now on, when an attribute reaches its maximum limit (e.g., limit of 5 projectiles reached), the value will be highlighted in yellow on the interface.

⚖️ Class Balancing Summary

Elias

Elias was the main target for balancing in this update. He went from being a character with no obvious drawbacks (easily clearing the entire screen) to becoming more tactical, with restrictions in enclosed areas.

  • Most arrows no longer pierce walls.

  • Ricochet mechanics and effect stacking have been reviewed.

  • The new projectile calculation affected his unbridled damage, keeping him strong, but fair.

Rebecca

The focus was on improving her survivability and making her abilities more efficient and lethal. The base damage of her abilities was increased, and several coefficients were revised.

  • Base attributes (Health, Regen, and Defense) increased.

  • Base damage for all abilities increased.

  • Old effects replaced with more modern mechanics on Steel Cross and Charge.

  • Intermediate effects improved on Spinning Slash, Duel, and Spiked Chestplate.

Aaron

With Rebecca needing adjustments and Elias acting like a machine gun, Aaron ended up overshadowed. However, Aaron was already the most balanced class in the game and received few changes.

  • The new projectile calculation makes Aaron builds that don't rely on this mechanic viable.

  • Review of damage types and tactical use of: Fireball, Arcane Projectile, Arcane Beam, and Cronos.

🛠️ General Game Modifications

Ineffable NPC Offers

  • Cave Path (Special Offer)Shield granted increased from 50% to 90%. Now also fully recovers health (previously, health remained reduced due to the max health increase).
  • Abandoned Mine (Special Offer)Previously only increased projectile amount by +1. Now, in addition to this bonus, it also increases the character's maximum limit for projectiles by +1.
  • Common Shield OfferThe shield gain was drastically increased, from 25% to 90%.

Events and Curses

  • Cursed Chest (Defend the Area Event)The event where you must stay inside the circle has been adjusted. The duration was shortened, the circle size increased, and the punishment damage was reduced.
  • Cursed Chest (Flamecaster Event)The interval between fireball throws has been reduced.
  • Siege of DecayThe danger zone damage was increased from 10% to 12% of the player's max health.

Enemies

  • ReaperMovement speed slightly increased.
  • MorcerathusTo avoid giving nightmares to new players, the minimum cooldown of its bat spell was increased, and the collision area was slightly reduced.
  • Insidious BrothersAdded a visual light warning to highlight the Gladiator Brother's strike on the second floor, making it easier for players to read the attack.

Chests and Loot

  • Drop Improvements: Increased the chance for higher rarity equipment. There is now a 100% guaranteed drop chance in the following cases:

    • Chests dropped by Elite monsters.

    • Chests in special entrance stages (Cave Path and Abandoned Mine).

    • Curse event chests.

    • Golden chest in the reward room.

  • Final FloorsIncreased the chance of obtaining Relic rarity equipment on the final floors.
  • Chest AmountAdded +1 chest in the Cave Path stage and +1 chest in the Abandoned Mine.
  • Ajar Door: The golden chest in the reward room now grants an additional treasure.

  • Necklace BalancingNo necklace in the game increases projectile count by more than 3 points anymore. To compensate, projectile-focused necklaces received new complementary attributes.

Items and Treasures

  • Enchanted Blade: Limited to only one equipped at a time.

  • Short-Fuse Bomb: Cooldown standardized to 7 seconds across all rarities.

  • Wandering FlameDamage and speed increased. Cooldown reduced across all rarities.
  • Cursed PhalanxNumber of ricochets reduced from 15 to 6 across all rarities.
  • Vengeful HereticShield amount granted increased across all rarities.
  • Distillation PotionChance to obtain items increased from 15% to 25%.
  • Serum PotionShield effect increased from 20% to 40%.
  • Purification Potion: Now appears in the Transient Merchant's shop without requiring previous conditions. This is the potion responsible for unlocking one of the game's hidden achievements!

Others

  • MasterySlightly reduced the amount of experience needed to level up character mastery.
  • Magic Crystal ShopWith the attribute rework, the cost of "+1 Projectile Count" was reduced from 85 to 35 crystals.
  • Transient MerchantReduced the amount of crystals needed to expand storage slots.
  • Transient MerchantReduced the crystal multiplier for Health and Damage upgrades. Interface text that previously displayed incorrect values has been fixed.

🔎 Detailed Character Changes (Advanced Patch Notes)

🏹 ELIAS

Elias's overall damage was slightly reduced due to the new projectile coefficient. The core idea was to apply logical limitations to the character, such as preventing arrows from piercing walls and restricting ricochets. It is worth noting that Elias's Common Quiver once again grants +1 Projectile Count.

Base Attributes and Mastery

  • Movement speed increased from 100 to 110.

  • Mastery (Level 7): Grants +1 Projectile Count again.

  • Mastery (Level 8)Ability base damage reduced from 25% to 20%.

Quick Shot

The ability was too punishing for enemies with no cost to the player. It has been modified to appeal more to utility and build diversification, without losing its "barrage of arrows" identity.

  • 🔨 Level 1 (Base)No longer pierces walls. Base damage increased from 50% to 55%.
  • 🔨 Level 2: Now only pushes enemies.

  • Level 3 (Left): Grants +5% critical chance.

  • Level 4Effect kept, but impact area slightly reduced.
  • ⭐ Level 6 (NEW): Upon hitting a wall, creates a damage area at the impact location.

  • Level 7 (Left): Increases damage against "Unstoppable" enemies (except bosses).

  • ⭐ Level 8 (NEW)Shoots ghost arrows equal to your projectile count. These arrows deal fixed damage and pierce walls.

Multiple Shot

Previously had a fixed duration and infinite ricochets. Now it is based on the number of ricochets, gaining mechanics to make it stronger in specific situations.

  • 🔨 Level 1 (Base): No longer pierces walls.

  • ⭐ Level 2: Instead of lasting 3 seconds, arrows now last for 3 ricochets before being destroyed.

  • Level 3 (Left)Added critical damage bonus upon ricocheting.
  • Level 5 (Left)Added option to increase explosion size.
  • ⭐ Level 6 (NEW): At the end of the arrow's duration, it creates a fire area that deals continuous damage.

  • Level 7 (Left): Increases arrow duration based on Concentration points.

  • Level 8: Increases the maximum number of arrow ricochets by +3.

Rain of Arrows

Damage was redistributed among the effects to ensure a better balance of the kit. The "additional barrage" was removed for causing visual pollution with no real impact.

  • Level 1 (Base)Damage increased from 20% to 30%.
  • Level 2Damage decreased from 30% to 20%. Fragments no longer pierce walls.
  • Level 3 (Left): Increases the rain duration according to Concentration points.

  • Level 3 (Right)Fragment damage reduced from 25% to 20%.
  • 🔨 Level 4Additional arrow barrage removed.
  • Level 5 (Left): The rain now slows enemies.

  • Level 5 (Right): Increases rain damage by +15%.

  • 🔨 Level 6Fast arrows no longer pierce walls. Damage increased from 10% to 15% and fire rate slightly increased.
  • Level 7 (Left): Increases fast arrows' damage by +20%.

  • Level 7 (Right): Allows fragments and fast arrows to pierce walls.

  • ⭐ Level 8Creates arrow fragments when the rain ends. The cooldown reduction was kept, but adjusted from 35% to 20%.
  • Extra adjustment: The Quiver left by the ability is now treated as an "Item" on the battlefield, allowing powerful interactions with certain equipment.

Walk in the Shadows

This is an extremely strong skill that few players explore for dealing damage. Try it on your next run!

  • 🔨 Level 1 (Base)The scarecrow no longer deals collision damage. The "mini-dash" was removed as it had no synergy with the kit. Cooldown slightly increased.
  • Level 2Damage slightly reduced. Description readjusted for clarity.
  • Level 3 (Right) (NEW): The scarecrow deals 50% damage to enemies that collide with it.

  • Level 5 (Right)Shield granted slightly reduced.
  • Level 6Bomb damage slightly reduced.
  • Level 7 (Left)The explosion damage increase was removed; now increases bomb damage.
  • Level 8Damage reduced.

Fragmented Arrow

The problem with this skill was the rampant scaling at levels 4 and 6. The ricochet concept was kept, but the massive bonus effects for size and speed were diluted.

  • 🔨 Level 1 (Base)Fixed a bug where the ability dealt critical damage even though the description stated otherwise.
  • 🔨 Level 4Removed passive size increase (moved to level 5).
  • Level 5 (Left)Speed bonus decreased to 20%.
  • Level 5 (Right)Size bonus decreased to 20%.
  • 🔨 Level 6Removed the aura effect that increased base damage for free (moved to level 7).
  • Level 7 (Left): Increases fragment damage by 2% upon ricocheting.

  • Level 7 (Right): Fragments explode when the effect ends, dealing 25% Area of Effect (AoE) damage.

Chain Trap

Traps were taking a back seat while visual effects did all the work. The focus now is on applying utility effects like Bleed.

  • 🔨 Level 2The flask no longer deals direct damage, it only applies Bleed. Flask area size was reduced.
  • Level 3 (Right): Now increases the flask area size.

  • Level 4Arrow amount was reduced and they no longer pierce walls.
  • Level 5 (Left): Allows arrows to pierce walls.

  • Level 6Return damage increased from 70% to 100%.
  • 🔨 Level 8: Reactivating the trap no longer inherits the flask and arrow effects.

Powder Keg

Early and late levels didn't synergize well. The new mechanic makes the ability unique: only one barrel is created at a time, allowing for better rolling control and generating colossal explosions.

  • ⭐ Level 1 (Base)Now only 1 barrel can be on the field. Explosion damage massively increased from 125% to 180%. Cooldown decreased from 18s to 10s.
  • Level 2Description error fixed.
  • Level 3 (Left)Trample damage increased.
  • Level 3 (Right)Arrow damage increased.
  • Level 4Fire area slightly increased.
  • ⭐ Level 6 (NEW): The barrel's explosion area increases based on how long it stays on the field.

  • Level 7 (Left): Increases the barrel's trample damage by 100%.

  • Level 7 (Right): Increases fire damage by +15%.

  • ⭐ Level 8 (NEW): The barrel's explosion damage increases based on how long it stays in play (indicated by a display over the barrel).

🔥 AARON

The most balanced character in the game. With the global projectile changes, his spells like Fireball and Hail open up space for other builds to shine. His raw damage was kept intact.

Base Attributes

  • Movement speed increased from 110 to 115.

Fireball

The global projectile adjustment naturally fixed the raw power of the spell. The changes below shift the focus from the projectile to the final explosion.

  • 🔨 Level 1 (Base)Fireball damage reduced from 70% to 30%. Final explosion damage increased from 50% to 125%.
  • Level 3 (Right)Previously increased fireball damage by 1% per enemy hit; now increases final explosion damage by 2%.
  • Level 7 (Left)Explosion size increased from 25% to 30%.
  • Level 7 (Right) (NEW): Increases fireball damage by +35% before it explodes.

Arcane Projectile

The projectile's duration made the ability spiral out of control in the "late game". Now, it scales based on the maximum number of targets hit, not screen time.

  • 🔨 Level 1 (Base)Spell no longer lasts for 5 seconds. Now it lasts until it hits 10 targets, and all effect mechanics are based on this new condition. Damage increased from 100% to 125%.
  • Level 2Area explosion now only occurs on the first 4 targets hit. Damage increased from 20% to 25%.
  • Level 3 (Right): The first explosion slows targets.

  • Level 4Orbs are now only created on the first 3 targets. Orb damage increased from 12% to 25%.
  • Level 5 (Left): Increases the number of explosions by +3.

  • Level 5 (Right): Increases the number of targets that create orbs by +2.

  • Level 6Now only marks the first 3 targets. Damage increased from 20% to 30%.
  • Level 7 (Right): Increases the possible marks on targets hit by +2.

  • Level 8Damage increased from 50% to 70%.

Electrocuted Orb

  • Level 3 (Left): Increases orb damage by +10%.

  • Level 5 (Left)Size increased from 25% to 35%.
  • 🔨 Level 6Damage increased from 15% to 25%. Enemy pull effect removed (it hindered builds). The visual effect of the shock area was removed to reduce visual pollution.

Teleport

  • Level 1 (Base)Cooldown increased from 17s to 20s to make escaping more strategic.
  • Level 6Light beam damage massively increased from 150% to 250% (rewards offensive use).

Arcane Beam

The ability continued to underperform. The implemented solution changes collision math:

  • ⭐ New base mechanic: From now on, enemies take damage at the intersection of the beams. If two beams cross an enemy at the same time, they take damage from both simultaneously.

Cronos

The ability's damage was redistributed across levels and the generic shield bonuses were replaced.

  • Level 1 (Base)Field duration reduced from 4s to 3s. Damage decreased from 250% to 100%. Cooldown increased from 20s to 25s. Activation distance adjusted and direction fixes applied.
  • ⭐ Level 2 (NEW): Makes the player invulnerable while inside the time field.

  • Level 3 (Left): Increases time field damage by +70%.

  • Level 4Invulnerability removed (moved to Lv. 2). Damage reduced from 300% to 200%.
  • Level 5 (Left) (NEW): Increases field size by 30%.

  • Level 5 (Right): Enemies entering the field take 50% damage.

  • Level 7 (Left): The clone slows enemies it passes through.

  • 🔨 Level 8Now the field itself casts the skills (previously based on the player). Fixed a bug where Arcane Projectile was not recreated.

⚔️ REBECCA

Rebecca has excellent mechanics to act as the game's "Tank". The problem is that in a survivorslike, the need for melee combat exposes the player to lethal damage if they build entirely focused on attack. Rebecca's goal is to combine heavy defensive stats while her natural synergies (Bleed, Critical, Continuous Damage) melt enemies.

We increased some damage modifiers to give an extra push to those who master her playstyle.

Base Attributes

  • Base HealthIncreased from 150 to 175.
  • Base Health RegenerationIncreased from 0.1% to 0.25%.
  • Base DefenseIncreased from 5 to 7.
  • Rebecca now has a hidden passive that reduces damage taken from Lich by 66%.

Voracious Blade

An extremely strong skill, balanced by requiring the player to aim in the right direction. Buffs reinforce the reward for good positioning.

  • Level 2Damage increased from 25% to 30%.
  • Level 4Damage increased from 35% to 45%.
  • Level 7 (Left)The sound of the second emission was removed to improve game audio clarity.
  • Level 7 (Right): Increases fire projectile damage by +20%.

  • Level 8Damage increased from 15% to 20%.

Spinning Slash

The ability's overall damage was scaled so it doesn't become obsolete in the game's final hordes.

  • Level 1 (Base)Damage increased from 200% to 250%.
  • Level 2Damage increased from 25% to 55%.
  • Level 4Damage increased from 120% to 155%. Wave size slightly increased.
  • Level 6Knife damage increased from 60% to 85%.
  • Level 7 (Right): Knives receive +30% critical chance.

  • ⭐ Level 8Code was rewritten. The spin now properly increases in size as enemies die inside it (increased from 1% to 2% per stack). New effect: The ability gains +2% passive damage every time its size increases.

Steel Cross

Although strong early on, cutting areas lost power as the run progressed. Projectile coloring was improved for visual clarity.

  • Level 3 (Left)Projectile size increased from 80% to 100%. Projectile speed reduced.
  • Level 6Damage massively increased from 15% to 55%.
  • ⭐ Level 8 (NEW): Finishes the ability by attacking with all strikes at once, with each of these final strikes dealing 100% base damage.

Charge

The offensive potential of this escape ability went unnoticed. We inverted the order of acquiring some effects to anticipate power spikes.

  • 🔨 Level 2: Instead of leaving fire trails, now deals impact damage when passing through enemies.

  • Level 3 (Left): Grants shield for each enemy passed through.

  • 🔨 Level 4Fire trail creation now happens on the dash's initial impact. Trail damage increased from 25% to 40%. Trail duration decreased from 4s to 3s.
  • 🔨 Level 6: Now this level keeps the fire trails burning after the dash ends.

  • Level 7 (Right): Receives 4% extra shield if passing through an Elite Monster or Boss.

Duel

The requirement to be right next to the enemy made usage inconsistent. We improved dagger responsiveness and range, as well as fixed a bug with the dagger's throw speed variation.

  • Level 1 (Base)Dagger damage increased from 100% to 150%. Cooldown reduced from 2.5s to 2.0s.
  • Level 2Ricochet damage jumped from 35% to 85%. Range area to find new targets was increased.
  • Level 6: Upon returning, the dagger deals a guaranteed Critical Hit against enemies it pierced on the way out.

  • Level 7 (Left)Dagger damage increased from 15% to 20%.

Dancing Blade

  • 🔨 Level 3 (Left)Thrust range increase removed. Replaced with: Deals extra damage against bleeding targets.
  • 🔨 Level 5 (Left)Rotation speed reduction removed. Replaced with: Deals extra damage against targets under Slow or Knockback effects.

Spiked Chestplate

Adjusted usage conditions, aiming for solid defensive gameplay for Rebecca.

  • 🔨 Level 5 (Right)Conditional mechanic against ranged enemies removed. New effect: Grants a guaranteed 5% shield when the ability ends.
  • Level 6Damage reduced from 100% to 80%.
  • ⭐ Level 7 (Left) (NEW): The player receives a shield equivalent to triple (3x) their Health Regeneration points.

Conclusion

Phew! We made it to the end. Many changes were made to existing things, and new features were also added. This patch intends to keep the game more balanced regardless of the character you choose. The idea is for you to experiment and play the character you like the most, instead of just the one that is currently the strongest.

And to wrap up, a gift for those who made it to the end of the read: a short roadmap!

  • June Update (v1.3)Addition of new equipment, curses, events, and achievements!
  • July Update (v1.4)A new character will be added to the game's story!

That's it. See you in the hidden floors of the dungeon!

Source

Steam News / 25 May 2026

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