diff --git a/Docs/Conceptual/mainpage_c.txt b/Docs/Conceptual/mainpage_c.txt
index 0169494..d422470 100644
--- a/Docs/Conceptual/mainpage_c.txt
+++ b/Docs/Conceptual/mainpage_c.txt
@@ -1,31 +1,24 @@
/// @mainpage Recast Navigation
///
-/// @note A documentation effort is currently underway.
-/// This documentation is in a draft state until the effort is complete.
+/// @image html recast_intro.png
+///
+///
Recast
///
-/// @section intro_recast Recast
-///
-/// Recast is state of the art navigation mesh construction toolset for
+/// `Recast` is state of the art navigation mesh construction toolset for
/// games.
///
-/// - It is automatic, which means that you can throw any level
+/// - It is automatic, which means that you can throw any level
/// geometry at it and you will get robust mesh out.
-/// - It is fast which means swift turnaround times for level
-/// designers.
-/// - It is open source so it comes with full source and you can
+/// - It is fast which means swift turnaround times for level designers.
+/// - It is open source so it comes with full source and you can
/// customize it to your hearts content.
-///
-/// The Library is free for commercial use and open source under the
-/// ZLib License.
///
-/// Please use the latest version from the
-/// SVN.
-///
-/// @image html recast_intro.png
+/// The latest version can be found on
+/// GitHub.
///
-/// The Recast process starts with constructing a voxel mold from a level
+/// The `Recast` process starts with constructing a voxel mold from a level
/// geometry and then casting a navigation mesh over it. The process
-/// consists of three steps, building the voxel mold, partitioning the
+/// consists of three steps, building the voxel mold, partitioning the
/// mold into simple regions, peeling off the regions as simple polygons.
///
/// -# The voxel mold is build from the input triangle mesh by
@@ -41,20 +34,62 @@
/// polygons are finally converted to convex polygons which makes them
/// perfect for pathfinding and spatial reasoning about the level.
///
-/// @section intro_detour Detour
+/// Detour
///
-/// Recast is accompanied by Detour, a path-finding and spatial reasoning
-/// toolkit. You can use any navigation mesh with Detour, but of course
-/// the data generated by Recast fits perfectly.
+/// `Recast` is accompanied by `Detour`, a path-finding and spatial reasoning
+/// toolkit. You can use any navigation mesh with `Detour`, but of course
+/// the data generated by `Recast` fits perfectly.
///
-/// Detour offers a simple static navigation mesh that is suitable for
+/// `Detour` offers a simple static navigation mesh that is suitable for
/// many simple cases, as well as a tiled navigation mesh that allows you
/// to add and remove pieces of the mesh. The tiled mesh allows you to
/// create systems where you stream new navigation data in and out as
/// the player progresses the level, or regenerate tiles as the
/// world changes.
///
-/// You can discuss and give feedback for Recast and Detour in the
+/// Recast Demo
+///
+/// You can find a comprehensive demo project in RecastDemo folder. It
+/// is a kitchen sink demo containing all the functionality of the library.
+/// If you are new to `Recast` & `Detour`, check out
+///
+/// Sample_SoloMesh.cpp to get started with building navmeshes and
+///
+/// NavMeshTesterTool.cpp to see how `Detour` can be used to find paths.
+///
+/// Building RecastDemo
+///
+/// RecastDemo uses premake4
+/// to build platform specific projects, now is good time to install it if
+/// you don't have it already. To build _RecasDemo_, in your favourite terminal
+/// navigate into the `RecastDemo` folder, then:
+///
+/// - OS X: `premake4 xcode4`
+/// - Windows: `premake4 vs2010`
+/// - Linux: `premake4 gmake`
+///
+/// See the premake4 documentation for full list of supported build file types.
+/// The projects will be created in `RecastDemo/Build` folder. After you have
+/// compiled the project, the _RecastDemo_ executable will be located in
+/// `RecastDemo/Bin` folder.
+///
+/// Integrating With Your Own Project
+///
+/// It is recommended to add the source directories `DebugUtils`, `Detour`,
+/// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
+/// depending on which parts of the project you need. For example your
+/// level building tool could include _DebugUtils_, _Recast_, and _Detour_,
+/// and your game runtime could just include _Detour_.
+///
+/// Discuss
+///
+/// - Discuss _Recast_ and _Detour_:
///
-/// discussion group.
+/// Recast Navigation Group
+/// - Development Blog:
+/// Digesting Duck
+///
+/// License
+///
+/// _Recast_ and _Detour_ is licensed under ZLib license.
///
\ No newline at end of file
diff --git a/Docs/Images/recast_intro.png b/Docs/Images/recast_intro.png
index c242d69..ad18ac6 100644
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