diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs
index 3bd9cf2fe3e7b491661b8dc14cd46610eee187fa..995a421a7cfdbe5887655b159e2a28d2c963dd8d 100644
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Player/PlayerShooting.cs
@@ -47,9 +47,8 @@ public class PlayerShooting : MonoBehaviour
 
     static public void upgrade()
     {
-        int multiplier = damagePerShot / baseDamagePerShot;
-        baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.3f);
-        damagePerShot = baseDamagePerShot * multiplier;
+        baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.05f);
+        damagePerShot = Mathf.RoundToInt(damagePerShot * 1.05f);
     }
 
     public void buffDamage(float damageMultiplier)
diff --git a/Assets/Scripts/Player/PlayerShotgun.cs b/Assets/Scripts/Player/PlayerShotgun.cs
index f9655768635208fd76a30e899d37be352836165e..b20558b6c1384e4035f4446f7239277a35eedfce 100644
--- a/Assets/Scripts/Player/PlayerShotgun.cs
+++ b/Assets/Scripts/Player/PlayerShotgun.cs
@@ -54,9 +54,8 @@ public class PlayerShotgun : MonoBehaviour
 
 	static public void upgrade()
 	{
-		int multiplier = damagePerShot / baseDamagePerShot;
-        baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.3f);
-		damagePerShot = baseDamagePerShot * multiplier;
+		baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.05f);
+		damagePerShot = Mathf.RoundToInt(damagePerShot * 1.05f);
 	}
 
 	public void buffDamage(float damageMultiplier)
diff --git a/Assets/Scripts/Shop/ShopItem.cs b/Assets/Scripts/Shop/ShopItem.cs
index dcb4b3fae6fec5e3f133a1ef0f5c0d2fc10c7cd3..6630391eff8c9318e3e35f24c990a3495af76e61 100644
--- a/Assets/Scripts/Shop/ShopItem.cs
+++ b/Assets/Scripts/Shop/ShopItem.cs
@@ -34,10 +34,10 @@ public class ShopItem : MonoBehaviour
             case ItemType.Weapon_Shotgun:   return 100;
             case ItemType.Weapon_Sword:     return 50;
 
-            case ItemType.Weapon_Default_Upgrade: return 125;
-			case ItemType.Weapon_Bow_Upgrade: return 350;
-            case ItemType.Weapon_Shotgun_Upgrade: return 225;
-            case ItemType.Weapon_Sword_Upgrade: return 200;
+            case ItemType.Weapon_Default_Upgrade: return 200;
+			case ItemType.Weapon_Bow_Upgrade: return 400;
+            case ItemType.Weapon_Shotgun_Upgrade: return 300;
+            case ItemType.Weapon_Sword_Upgrade: return 100;
 		}
 	}
 }