perhaps this has been answered elsewhere, but why were the mac/win/linux versions free?
Amongst other things, because unless we signed up for steam or something, doing sales alone would require "a sales guy". Some dude manning an actual phone number (which would be ... awkward since it's not like we have a company office, or even live remotely near each other), handling actual registration codes, writing the code to track registration.
Essentially, either we'd get a new guy, or we'd have to split our own time, and our own time is pretty pathetically spread-thin as it is, with us having trouble dealing with "secretarial/PR" tasks as they are.
I hate to sound
corporate, but those are unambiguous and useful terms.
It's also nice to be able to tell your friends (or some random person you just met) about this game you made, and they can just go play it.
This a thousand times. You don't make rabid fans unless they can play your game pretty deeply.
It's just a theory, but I tend to think - especially in the days before multi-million dollar budgets and mass advertising anywhere outside of gamer magazines, that most of the classic computer games that became huge blockbusters did so only because of
mass epic piracy. Games like doom, civilization, starcraft/warcraft2, all of maxis's old "sim" titles.
Same with all of the old 8-16bit titles, now being enjoyed by millions of people who never actually owned the consoles in question. Back in college, I can count dozens of friends who were rabid fans of e.g. chrono trigger or secret of mana, and perhaps less than 25% of them were ever lucky enough to have had parents who bought a SNES for them when they were kids. The majority played them on emulation. That's a level of publicity for squaresoft that money can't buy.
So, by making the game free on computers, we're hoping for a similar effect. We're paying it forward, and hoping the internets work their magic.
* Way more people will play it, which means way more potential contributors, which means more value on the paid platforms (this worked very well for Wesnoth - it has a ridiculous amount of content, and that's a big selling point for it).
This is the other big thing, and it's actually starting to pay off. We welcome mod content, and in fact if it's as good as the core game, we'll put it in. Thus far, we've successfully attracted translators, code patches to allow translation, and a pile of bugfixes.