diff --git a/src/Unuk/Game.cpp b/src/Unuk/Game.cpp
index 353c29b..79aed62 100644
--- a/src/Unuk/Game.cpp
+++ b/src/Unuk/Game.cpp
@@ -161,7 +161,6 @@ void Game::Render(void) {
   } else {
     _ingameMenu.Render();
   }
-
   SDL_Flip(screen);
 }
 
diff --git a/src/Unuk/Player.cpp b/src/Unuk/Player.cpp
index 53fc485..9e64eaa 100644
--- a/src/Unuk/Player.cpp
+++ b/src/Unuk/Player.cpp
@@ -57,6 +57,8 @@ void Player::HandleInput(void) {
 
 void Player::Update(void) {
   Move();
+
+  // For now The camera will be static.
   //SetCamera();
 }
 
diff --git a/src/libUnuk/Character.cpp b/src/libUnuk/Character.cpp
index 97173ea..5bc75af 100644
--- a/src/libUnuk/Character.cpp
+++ b/src/libUnuk/Character.cpp
@@ -136,19 +136,23 @@ void Character::Move(void) {
   tileX = ((x + (w / 2)) / TILE_WIDTH);
   tileY = ((y + (h / 2)) / TILE_HEIGHT);
 
-  if((x < 0) || (x + w) > levelWidth)     x -= xVel;
-  if(CheckTileCollisions())               x -= xVel;
-  if(CheckEntityCollisions())             x -= xVel;
-  if(CheckCharacterCollisions())          x -= xVel;
+  // While we have a static camera, ensure that we do not go out
+  // of the camera boundaries.
+  if((x < 0) || (x + w) > levelWidth || (x + w) > SCREEN_WIDTH)     x -= xVel;
+  if(CheckTileCollisions())                                         x -= xVel;
+  if(CheckEntityCollisions())                                       x -= xVel;
+  if(CheckCharacterCollisions())                                    x -= xVel;
 
   y += yVel;
   tileX = ((x + (w / 2)) / TILE_WIDTH);
   tileY = ((y + (h / 2)) / TILE_HEIGHT);
 
-  if((y < 0) || (y + h) > levelHeight)    y -= yVel;
-  if(CheckTileCollisions())               y -= yVel;
-  if(CheckEntityCollisions())             y -= yVel;
-  if(CheckCharacterCollisions())          y -= yVel;
+  // While we have a static camera, ensure that we do not go out
+  // of the camera boundaries.
+  if((y < 0) || (y + h) > levelHeight || (y + h) > SCREEN_HEIGHT)    y -= yVel;
+  if(CheckTileCollisions())                                          y -= yVel;
+  if(CheckEntityCollisions())                                        y -= yVel;
+  if(CheckCharacterCollisions())                                     y -= yVel;
 }
 
 /*
diff --git a/src/libUnuk/Map.cpp b/src/libUnuk/Map.cpp
index 0fe928d..460c763 100644
--- a/src/libUnuk/Map.cpp
+++ b/src/libUnuk/Map.cpp
@@ -128,6 +128,10 @@ void Map::Load(const string filename) {
   //character->Load(filename);
 }
 
+void Map::Update(void) {
+  // Update the map so we can render when camera moves.
+}
+
 void Map::Render(void) {
   int xOrig = (camera.x / TILE_WIDTH);
   int yOrig = (camera.y / TILE_HEIGHT);
diff --git a/src/libUnuk/Map.h b/src/libUnuk/Map.h
index e1582a2..c09570b 100644
--- a/src/libUnuk/Map.h
+++ b/src/libUnuk/Map.h
@@ -24,6 +24,7 @@ public:
   ~Map(void);
 
   void Load(const string filename);
+  void Update(void);
   void Render(void);
 
   bool GetTileSolidity(int xArg, int yArg);