Its been a little over 3 months since we released King Rabbit in the AppStore. We appreciated seeing indie sales stats from other devs, so we want to give back and openly share our sales data. More than half of the income comes from Ad revenue, and the rest from a level pack expansion and IAP in the form of hints.
http://www.raresloth.com/business/king-rabbit-indie-game-sales-statistics/
We decided to shift our monetization strategy from premium to F2P after the initial release. We did get a bit of blowback from some fans that were upset they paid for the game, so we learned to not change our monetization after a release. Players who paid anything for the game will never see ads.
The F2P model has worked much better in terms of proceeds, but there are other variables that could have led to this uptick in sales; An existing community, improved game design, added an approachable theme, more effort into our AppStore screenshots, and feature spots. Having a free game bringing in more users has helped our premium games sell more, but this is expected!