agylardi: Also some making-of would be interesting. I want to know what the cost consist of..
I'll write 2 making-ofs in fact: one from the "artistic" point of view and completely erratic development (coz I' m not a professional at all, doing this more due to some circumstances), the other one should come out much later (in November-December)as it will cover all the commercial aspects and how far the game would have managed so far.
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Now for the costs themselves, here's the breakdown:
Around 3 months of development (could have been done in two if life didn't got in the way and if I hadn't have to learn everything)
Living expenses: when I was on social welfare it was 350€ per month (living alone, I own my house) so multiply that by 3 which gives 1.050€. Needless to say it's below the poverty line in Western Europe.
Quarterly social business taxes: Belgian social taxes you have to pay when you're independant regardless of your profits.losses: around 680€
Copyrights: because you need to cover your ass legally (I don't really care about piracy, content theft is more an issue). US registration fee is 55$ per application. I made separate registrations for graphics and music so that gives 110$
Steam Greenlight fee: 90€
As you can see the numbers don't necessarly add up to what I wrote in the OP (coz of the dollar fluctuation and I don't have my calculator at hand ^o^) but it always ends up a bit below the 2.000€ bar (that's why the price point of the main game is between 3-4$ for around 1.000 units at full price to recover the costs coz it's a niche game which even on steam won't sell by thousands outside of multiple bundles).
I don't include the "tools" costs as I've had them before and some of them are even free (Gimp, Apophysis). As they should be used over a long time, it's difficult to evaluate (and they don't "age" like cars).