diff --git a/hampsterengine b/hampsterengine
index 7f3fcf04d35730b19cb00a3455d28fdc5d0c70fc..34d196b67f14040db020862d858b8e448ff639e3 160000
--- a/hampsterengine
+++ b/hampsterengine
@@ -1 +1 @@
-Subproject commit 7f3fcf04d35730b19cb00a3455d28fdc5d0c70fc
+Subproject commit 34d196b67f14040db020862d858b8e448ff639e3
diff --git a/src/js/objects/ground.js b/src/js/objects/ground.js
index a73e0d9501c8369dec55329a11afcdf8d86bbedb..ffdc25c4e7a8d688ac41e11650ef2e7f3b21b814 100644
--- a/src/js/objects/ground.js
+++ b/src/js/objects/ground.js
@@ -21,7 +21,7 @@ export default class Ground extends Entity {
         if (!(this.surface || this.below)) return;
         canvas.tileImage(this.surface, roundToRatio(this.x), roundToRatio(this.y), this.width, 8*this.scale, 8*this.scale, 8*this.scale);
         canvas.tileImage(this.below, roundToRatio(this.x), roundToRatio(this.y+8*this.scale), this.width, this.height-8*this.scale, 8*this.scale, 8*this.scale);
-        canvas.fillRect(this.x, this.y, this.width, this.height);
+        // canvas.fillRect(this.x, this.y, this.width, this.height);
     }
 }
 
diff --git a/src/js/rooms/game.js b/src/js/rooms/game.js
index 3d8d3289b6e6371304b926880ce431a16f808536..eefa66a91000dd18c2aafaee6e4f1356a9c14eae 100644
--- a/src/js/rooms/game.js
+++ b/src/js/rooms/game.js
@@ -9,8 +9,8 @@ const GRAVITY_X = 0; // I don't think we're going to use X gravity but i'm going
 const GRAVITY_Y = 300; // Per second
 const entities = rm_game.entities;
 
-rm_game.width = 1000;
-rm_game.height = 1000;
+rm_game.width = 2560;
+rm_game.height = 500;
 
 rm_game.start = _=>{
     engine.running = true;
@@ -78,8 +78,8 @@ rm_game.step = _=>{
 
     // Update the camera
     canvas.camera.goTo(
-        Math.min(Math.max(player.x+canvas.width/8, canvas.width/8), rm_game.width-canvas.width),
-        Math.min(Math.max(player.y+canvas.width/8, canvas.width/8), rm_game.height-canvas.height)
+        Math.min(Math.max(player.x+(player.width/2)-canvas.width/2, canvas.width/8), rm_game.width-canvas.width),
+        Math.min(Math.max(player.y-canvas.height/8, canvas.height/8), rm_game.height-canvas.height)
     );
 }