I'm not sure you or I have had the typical experience on Android or iOS, but here's an overview of how my apps did so see if you can draw some conclusions.
My productivity app on Android took 16 months to get up to 60 downloads per day, and then over a couple of months it jumped to around 600-700 per day (it's now around 400 per day). That same app on iOS had 20-30 downloads per day in the first week, and then dropped to 10-20 where it's been for the past 3 months. Buyers per download are now twice as high as on Android (it was much lower the first couple of weeks), but with the tiny number of downloads per day it's a small amount of money.
The casual ad supported game I published on Android had 5-10 downloads per day for 2 years before jumping up to 1500 per day over a course of a month and then after a month falling to around 100 a day within a couple of days (ouch!). That game on iOS had around 15-20 downloads per day for the first week and now it's down to ~5 downloads per day.
The RPG game I published only on Android had a total of 250 downloads for 6 months before jumping to 50 downloads per day, and then after 3-4 months jumping to around 800 downloads per day, and then after 3-4 months dropping to around 400 downloads per day (with those ups and downs).
Well, you know more than me as I just have one game on Google and 1 week experience on Apple, but gathering both our experiences, I think Google takes its time until it has gathered enough data to give you a decent placement. They need downloads, ratings, retention data, etc. of your game, before they place you in a "recommended for you" profile, which is when the big downloads come. Then I guess there's some kind of rotation between your app and others, which I guess is influenced by monetization per download (they want their cut). At leat that's how I'd design it, and it would explain the crazy ups and downs.
I'm not optimistic about this game on iOS at all, but porting it won't take me more than a week so I might as well do it.
You should port it, if only because of the knowledge you'll gather (and after all the effort put into a game, you must maximize the people playing it!). Also who knows, you might get thousands of downloads if you get featured by Apple, and even if not, it might give you a steady income over decades.
What are you using, LibGDX too?
Spoke too soon. When I checked on the download I actually noticed I got a compatability error (I have an iphone 5c). Didn't check if it works on iPad2 or not.
iOS 8.1 64 bit; that is, 5s or later, iPad mini 2 or later (2013 or later).
sounds like you're both selling enough apps to make a living, not have to do other work, is that correct?
I left my previous job as IT manager 6 months ago, so far I haven't regretted it. And EK isn't even focused on monetization: no ads, you can't buy gold/items, no skins, no multiplayer, etc. which is where money lies. And is extremely time consuming to develop, with so many areas, dialogues, scripted scenes, etc, and I'm still easily 800 hours away from considering it complete. I could have monetized all this 3-year effort effort differently, but who knows, maybe then I'd have failed. The fact it's cheap, huge and keeps growing is a big sales argument.
Are people playing your RPGs on tablets or basically just phones now?
Tablets are 25% of my downloads and 30% of purchases.