I listened to it - what do you want to know?
Jan seems like a decent, down to earth dude. He first describes how the game was first developed "after work" and on weekends for two years before they quit their jobs to create Overhype (Jan was understandably worried to end up with 50k in debt and no successful game, or no game at all).
Jan describes how the company is him (an economist) and his twin brother (Paul, a geologist), with him basically managing stuff and his brother making the art, as well as a single full time programmer (Christoph, who had some minor experience in game programming). They also have a contractor from Texas who did most of the writing and whom they appearently hired off their own forums. (Edit: Turns out they hired him off the Codex and it's sser. Thanks for pointing that out everyone)
He then explains how the basic idea was to take X-Com and bring it into a medieval/fantasy setting, though he later explains how the idea "grew" into something a little different. For example, they initially had planned on having a "base" for players, but didn't want to discourage players from roaming the world and getting contracts everywhere, which a fixed location base would have kinda implied.
Only when entering EA, they actually created a proper company (from what I understand it was neccessary to get on Steam).
The soundtrack was created by two dudes from Hamburg whom they also "met" on the internet and only then realized they were from the area and they all could meet up.
He later describes how those guys are essentially "paid" by getting the revenue from the sales of the soundtrack, so if you like the music, they ask you to pick it up.
They didn't really talk about modding per se, but Jan described how they never planned for having other languages except english and how their text generation system basically only works with english grammar and thus translations are highly unlikely, however they are considering "opening up their systems" to other people, so they could make fan translations. Which probably refers to modding, I guess?
Then they discuss reactions in the german press, where they got 65% from 4Players and I think 7x% from another magazine, and how especially the former rating was kinda disappointing for them. However, Jan kinda argues that it's of course a matter of taste.
Jan then explains how they did some LARPing as Vikings during their student days and how this has influenced the game design.
He then goes into "why EA" and explains how they did consider having a Kickstarter but at the time they dismissed that idea because you needed a US based company back in the day, and then how they went looking for a publisher and nobody was interested, and how he's happy in hindsight that they now get to keep their revenue instead of ceding a hefty percentage to the publisher.
Then they talk about Greenlight and how they built a small community before going to Steam and thus had a small fanbase to spread the word at that point already - however it took them a month or so to get through anyways.
Jan explains how EA was running well enough that they didn't have to go into crunch mode for the most part.
Then they talk about hiring another programmer, which he says is very difficult due to german laws.
They are happy with the actual release (as opposed to the EA release) and how he's currently trying to plan the company finances so the money allows them to develop their next game.
Next they cover some game mechanics and how different the game was early on - the characters still had legs and the story of the game was supposed to be that the mercenaries fight actual aliens, but they eventually discarded the idea for being too outlandish.
Likewise, they had planned for actual animations (ala HoMM) and stuff, but ended up going with the busts (Jan explains how they actually "borrowed" the idea from Unity of Command) because it'd have been a ton of more work otherwise.
He goes on to explain how this decision probably saved the game because they couldn't have brought it all together with their previous approach.
The feature Jan himself misses the most from BB is woman. He explains how their text generation system (again, not exactly planned right from the get go, or so it seems) cannot cope with having different genders, and now going through all the texts and events to implement this retroactively is too much work. (He says at some point BB has 50% the text of TW3.)
They're in talks with GOG to get the game on there.
DLC and expansions are under consideration (depending on sales), but he admits they'e currently burnt out a bit and not yet sure whether or not they'll make it happen.
Their next game would most probably again be a TBS, Jan would like to make a game based on Firefly, another idea would be to make a game similar to Jagged Alliance.
As for the rest of the podcast, Benni is in the honeymoon phase everyone probably goes through with BB, he hasn't yet faced a endgame crisis and has yet to realize how repetive things are in the end (he says he has played for about 30 hours).
Alex is a bit more seasoned and does a good job of leading the podcast imo (he also did the interview).
They talk about the game for maybe an hour and a half, not sure if it's worth recapturing any of that here.