Game review
Unwanted Dungeon
6.8 / 10
- Developer
- Conrado Saud
- Publisher
- Conrado Saud
- Released
- 7 April 2026
- Platforms
- Windows
- Genre
- Survivorslike Dungeon Crawler
- Monetisation
- One-time purchase, no in-app purchases
- Players
- Single-player only
The short version
Unwanted Dungeon is solo developer Conrado Saud's survivorslike dungeon crawler, layering real skill-tree and loot-driven ARPG build systems onto a screen-filling bullet-heaven combat loop across four semi-procedural floors. This review's research found a Positive reception (9 of 10 English reviews positive) on a thin but detailed review sample, anchored by praise for build variety and genuine replayability, against a specific and checkable early-class-balance complaint that a dated post-launch patch appears to answer directly.
Biggest strengths
- This review's research found reviewers consistently praising genuine build depth — skill trees, equipment rarity tiers, and four distinct playable characters each supporting multiple viable playstyles — as going well beyond what the survivorslike genre typically offers
- A specific reviewer complaint that only one starting class (the Hunter) felt viable, because a "Projectile Count" attribute scaled unfairly in its favor, matches almost exactly the stated target of a dated "Class Rebalancing" patch explicitly built around correcting that same projectile-damage imbalance
- The developer directly attributed a dedicated performance-optimisation patch to specific community feedback about late-game frame-rate drops, and detailed the exact technical changes made (capped on-screen damage numbers, reduced late-floor particle effects)
Biggest weaknesses
- This review's research found the same detailed negative review's early-class-imbalance complaint (see above) alongside a separate, still-unresolved-sounding report of awkward controller inventory management and missing on-screen attribute explanations
- A reviewer specifically reported that their Xbox controller did not work, which this review's research found sits in apparent tension with the developer's own patch note claiming "100%" universal Xbox and DualShock compatibility — this review cannot resolve which report is more current
- The framing story — described on the store page as "a complete story with a beginning, middle, and end" with full voiced cinematics — went essentially unmentioned by reviewers in this review's research, who discussed only mechanics and build variety
Who it's for: Survivorslike fans who want meaningfully deeper character-building — skill trees, gear rarity, permanent meta-progression — than the genre's more disposable entries typically offer, and who are comfortable with a small solo project still ironing out interface and controller rough edges.
Our recommendation: A reasonable pick for genre fans at its price point, especially now that several months of dated fixes have addressed the specific class-balance and performance complaints found in this review's research, though this review's research also found at least one unresolved report worth knowing about before buying.
6.8 / 10
Four characters, four playable classes each supporting multiple builds, skill trees, gear rarity tiers, and a shared stash that carries loot across runs and characters — Unwanted Dungeon, solo developer Conrado Saud's take on the crowded survivorslike genre, is pitching real ARPG-scale character building against the genre's usual disposable runs. This review's research found a Positive reception (9 of 10 English reviews positive) that largely bears that pitch out, on a thin but detailed review sample worth reading in full rather than just counting.
Build depth reviewers say goes beyond the genre norm
The clearest praise in this review's research centers on how much character-building Unwanted Dungeon packs in. One reviewer specifically called out being able to "spend a lot of time playing and thinking about different builds and characters," while another called the overall progression-versus-difficulty balance a specific strength. The four playable characters — Rebecca the melee-focused explorer, Elias the trap-laying hunter, Aaron the spellcasting scholar, and a later-added fifth character, Andreas the beast-summoning Faunomancer — are each described in the store material as supporting multiple distinct playstyles rather than a single fixed role, and reviewers' comments about experimenting with builds back that framing up.
A specific class-balance complaint, and a patch that appears to answer it
Set against that praise, this review's research found one detailed negative review making a specific, checkable claim: that at launch, "there is really only one obvious class" — the Hunter — because its ranged, multi-projectile kit vastly outperformed the melee Warrior's short range and the Scholar's early-game spellcasting. This review's research found the developer's own dated "Class Rebalancing and Damage Calculations" patch targets almost exactly this problem, explicitly stating that the game's "Projectile Count" attribute was "granting exorbitant advantages to characters focused on these builds," naming Elias and Aaron directly, and introducing a new damage-scaling formula to correct it. This review's research cannot confirm the exact posting date of the complaint relative to the patch, but the alignment between the specific mechanical complaint and the specific mechanical fix is unusually clean.
Performance fixes traced directly to player feedback
This review's research found a second, similarly clean example in a dedicated "Performance Optimization" update, in which the developer states plainly: "Since the launch of Unwanted Dungeon, I've received a lot of feedback about the late game becoming too overloaded with spells and enemies, causing performance and FPS to drop." The patch's stated fixes were specific rather than vague — a cap on the maximum number of on-screen damage numbers, reduced particle effects on the final floors, and under-the-hood physics optimizations for high-projectile-count scenes. Reviewers writing after this patch didn't specifically flag late-game performance as a problem, consistent with the fix having landed.
A controller claim that doesn't fully add up
This review's research found a genuine, unresolved tension worth reporting plainly. One reviewer wrote that their Xbox controller simply didn't work. But a dated patch titled "Full Gamepad and Steam Deck Support" claims the game is "now fully compatible with official Xbox and DualShock (PlayStation) controllers, and has also been meticulously adapted for generic joysticks," with a dynamic UI that swaps prompts to match the connected controller. This review's research has no way to determine whether the reviewer's experience predates that patch, reflects a specific hardware or driver incompatibility the general fix didn't catch, or something else — reported here as two real, sourced claims that don't fully reconcile, rather than resolved in either direction.
A demo that shaped the shipped game
Unwanted Dungeon had a public demo running from at least November 2025 through January 2026, and this review's research found the developer directly incorporating demo-era feedback into that period's updates — a "Sell All" shop button, an Elias combat rework, and a new enemy type all shipped as named demo responses before the April 2026 full launch. That's a shorter runway than some solo projects this lane has covered, but it's still a real, dated example of a developer using a public demo period as intended, rather than treating it as a formality before launch.
What the achievement data shows
Early achievements sit high — reaching the first area at 95.1%, killing 100 enemies at 88.4% — but the curve falls off sharply toward the endgame. Several boss-specific challenge achievements sit at or just above 1%, a "no trap damage" run sits at 0.6%, and one high-volume farming achievement (collecting 10,000 tombs) sits at just 0.2%. This review's research reads that shape as typical for the genre's harder optional challenges rather than evidence of a broken curve, especially since no reviewer in this review's research pool specifically complained about endgame difficulty being unfair.
Four floors, one boss each, and a meta-progression loop
Structurally, Unwanted Dungeon keeps its scope tight: four semi-procedural floors, each ending in its own named boss, with randomized rooms, crypts, and curse events shuffled between runs to keep repeat descents from feeling identical. This review's research found that scope reflected directly in how reviewers talked about pacing — nobody in the sample complained about runs dragging on too long, a common gripe in bigger survivorslikes, and the "streamlined progression system" the store page describes, which lets returning players unlock deeper starting floors rather than replaying early content every run, was specifically welcomed by the reviewer who called the overall progression-versus- difficulty balance a strength. The Mastery system layered on top — a per-character track up to level 10, plus a separate Magic Crystal currency spent on permanent, account-wide upgrades — gives that small four-floor loop a longer tail than its size alone would suggest, and lines up with reviewers describing losing more time than they expected to a genre entry they'd assumed would be disposable.
Where it lands
Unwanted Dungeon earns a solid, if unspectacular, score in this review's research: real, reviewer- confirmed build depth well beyond genre norms, a developer visibly working through specific, named feedback with specific, named fixes, and a small handful of rough edges — inventory management on controller, missing attribute explanations, and the unresolved Xbox-controller question above — that keep it from a stronger recommendation. Buyers should go in expecting a genuinely deep, still-settling solo project rather than a fully polished one.
Pros and cons
Pros
- This review's research found reviewers consistently praising genuine build depth — skill trees, equipment rarity tiers, and four distinct playable characters each supporting multiple viable playstyles — as going well beyond what the survivorslike genre typically offers
- A specific reviewer complaint that only one starting class (the Hunter) felt viable, because a "Projectile Count" attribute scaled unfairly in its favor, matches almost exactly the stated target of a dated "Class Rebalancing" patch explicitly built around correcting that same projectile-damage imbalance
- The developer directly attributed a dedicated performance-optimisation patch to specific community feedback about late-game frame-rate drops, and detailed the exact technical changes made (capped on-screen damage numbers, reduced late-floor particle effects)
- An extended public demo period through late 2025 and January 2026, with the developer incorporating demo feedback into the shipped 1.0 build, ahead of the April 2026 full release
Cons
- This review's research found the same detailed negative review's early-class-imbalance complaint (see above) alongside a separate, still-unresolved-sounding report of awkward controller inventory management and missing on-screen attribute explanations
- A reviewer specifically reported that their Xbox controller did not work, which this review's research found sits in apparent tension with the developer's own patch note claiming "100%" universal Xbox and DualShock compatibility — this review cannot resolve which report is more current
- The framing story — described on the store page as "a complete story with a beginning, middle, and end" with full voiced cinematics — went essentially unmentioned by reviewers in this review's research, who discussed only mechanics and build variety
- Achievement data shows an extremely steep endgame cliff: several late-game challenge achievements sit at or below 1%, and one high-count farming achievement sits at just 0.2%