Thanks for all the comments guys.
Basically we're going Free to Play because we've seen pretty strong revenues from IAP's, and we really think that just getting as many people playing as possible will monetize far more than the $.99 entry fee. The game has not broken even, not even close. Sad to say, but the paid market is just broken right now on mobile, or maybe we just did it wrong
On the idea of rewarding Early Adopters, I personally feel that being an early adopter IS the reward. You played it before anyone else, you were the first to get to experience it, and for that there is a bit higher price. The same as when you see a new movie, or buy a new tech gadget. Not that it's really the case, we just launched on Steam for 6.99, so you got a pretty damn good deal!
But we do want to say thanks to our early adopters, so we're planning on the following:
* All people upgrading, will obviously not see Ads.
* We'll implement iCloud to track whether you were a paid user, so this should work even if you download it on a new device.
* Hopefully, we'll be able to bring over the new Indie Units we laucnhed on Steam with (no promises though, as we still need permission)
On top of that, your comments gave me a pretty sweet idea... What if, when you first upgrade to the F2P version, we pop up a "Blank Check", signed by Brad of course, and you could enter any value form 0-999,999, as an early adopter. Kinda cool?
In terms of updates, they will be coming, we really want to add some new enemies and campaign levels, but it will take some time, we're a small team, and also have some new idea we're dying to try out