I didn't know that Steam had a F2P section, thank you Question is, are there any differences between the PC F2P and mobile F2P crowds? The game will have two versions, because of differing expectations on PC vs mobile, but I don't want to make a third version of the game.
I've been thinking and my current plan is to release a simplified version of the game on mobile and probably on the Steam F2P section while having a very effective marketing campaign. Then, I reinvest some of my profits to branch out and develop the traditional pay-once version of the game with an actual adventure mode but still keep the arcade mode that I put in the mobile version in its full form.
Even my original game project would have an arcade version simply for mobile users. I noticed that some mobile game developers try a "one-size-fits-all" rule and the PC and mobile versions are the same (as a PC gamer, I do feel neglected by those developers). I'm not going down that route as my game is an edge case and could possibly appeal to both casual and hardcore gamers, albeit in different game modes.
I guess the F2P standarts on PC, if we talk AAA F2P, are significantly higher than on mobile. F2P crowd on PC expects AAA grade games pretty much... I am not saying you will not be able to somehow find your niche with a "low cost" F2P title, but you have to target people that are open to non-AAA Indie games. There are more of these on PC than you might think, seeing how well some Indie titles did on PC... but you might have to work a little bit harder to "earn their respect", so to say.
I am not the expert on this topic, but from what I have seen, you have to think really hard about going F2P or not, at least on PC. A bad F2P model might lead to players thinking of your game as Pay2Win, which is certainly leading to failure on PC, or at least to lower sales. Or it might lead to a very low spending per player as you do not give enough incentive to pay...
I suggest you spend some time analyzing what other devs did with games similar in quality or size to what you plan to release, compare their pricing model and try to get some rough quotes on how well the game did.
IMO, you might find out that at least on PC, a premium game might lead to better sales overall thanks to no Pay2Win traps your game might fall into, a more predictable sale margin and better reception by your target audience (an upfront price can not only affect how much people expect to get... it also affects how good something looks / tastes / plays... the more expensive, the better it is in the perception of many... yes, this are psychological tricks, but it seems to work. Then there is the thing with different audiences having different tastes... some expect to get everything for free... some wouldn't touch a free game with a ten foot pole (expecting Pay2Win)).
Yes, we all read about those F2P games that made much more than any premium game ever could... but:
1) these were the ones that had EXTREMLY well balanced F2P systems... some of them even have people that are only responsible for balancing the ingame economy!
2) economy of scale... if your game attracts millions of players, you have a higher chance to attract the whales you need to survive. If you are an MMO with heavy user interaction, the average spending of your whales goes up a lot, as they can show off their shiny premium stuff in front of others. If you can compete against millions of players, being #1 in the highscores means something.
Something that has also to be taken into account: you can always lower your price.... but the opposite way does not work.
If you choose a premium price on PC, don't start with 1$... start with the common price point for Indie games, 10-15$... you can always lower the price later, which might actually lead to an additional sales boost. People think your game is a bargain when you sell it at your price target, because the price was higher before.
Similarly, you can always switch to a F2P model if the up-front price sales do poorly... of course that isn't as simple as lowering the price, you need an ingame store, premium items and an ingame economy tailored to the F2P model. But lots of games made that transition in the past, and while it might not have taken them from zero to hero, it seems it prolonged the life of some MMOs doing poorly as premium games quite well.
Of course, for every platform and revenue model you support, you will need to tailor your game. Your mobile version will need some heavy rework to work on PC.... the art assets might still work, but you have to rework controls, you have to tailor ingame economy, screen aspect ratios and so on. So if you think that this is too much work, make your decision which is the better platform for your low cost version... just make sure to analyze the platforms beforehand, and make sure your F2P economy is well thought out if you want to go in this direction, as a bad implementation can kill a game (if the freeloaders leave because of P2W, you will not attract a lot of Whales).