I don't have any plans for an official mobile version yet; we toyed around with it, but I don't really have the resources to develop it.
For what it's worth, Primordia's iOS release was quite disappointing. It's been out for about 4 years now (Primordia's been out for about 8). During the iOS release period, iOS sales were about 1/10 of Steam sales (which are themselves only a fraction, albeit the majority fraction, of PC sales). And remember, that period begins after Primordia had already been out on PC for four years, so we're comparing late-end Steam sales to first-years iOS sales. The iOS copies are also sold at a lower price on average (even accounting for the fact that Steam copies are mostly sold at a steep discount), so the monetary draw is even smaller than 1/10 of what we make on Steam.
To be sure, a few thousand more people playing Primordia is a big upside in my view -- it makes me very happy irrespective of the monetary upside. But even that gives me mixed feelings because the iOS experience is so obviously inferior. One entire puzzle (the engine wiring) had to be scrapped. Another puzzle (using the energy sensor to find the battery) is trivialized. Because you can't mouse-over to find hotspots, we have one of those garish "see all hostpots" buttons, which I dislike. Since there is no left/right click, there's a verb wheel type thing (with all two verbs) when you click on hotspots. The interface is okay, but doesn't quite fit (Ben did it, not Vic; Vic's baroque style would probably have just compounded the interface problems, though, so I get why WEG had Ben do it); the font has been enlarged to deal with smaller screens, but the new font is less charming, I think. We can't easily patch the iOS version, so it's now significantly behind the PC version -- no integrated translations (fine), but it's also missing two rounds of polishing passes that, IMO, made the game much smoother in ways that are not obvious when you play it with or without them, but which (again, IMO) exert a subtle shift on how the player experiences the game akin to the presence or absence of an annoying background noise that your brain mostly tunes out, but which makes everything just a little less pleasant.
Finally, there's no easy way to interact with iOS players the way I can interact with Steam or GOG players -- I can't even easily read the iOS reviews, and even if I could, I can't thank or respond to the reviewers.
The port was great business for us, in that the deal we negotiated with WEG traded iOS profits (which WEG got more of) for PC profits (which we got more of); I think WEG significantly underestimated the legs Primordia would have on the PC (ironically, because the same thing happened with the original contract we'd negotiated, and you'd think once fooled, twice shy -- but maybe the truth is that Dave was just being generous with us given all the work we do maintaining the PC version). Since WEG did almost all of the work of porting it (I think I think playtested twice, but didn't do much else), the net result was that Wormwood made a bunch more money than we otherwise would've, more people got to play Primordia, and we can say that the game had a multiplatform release.
But I wouldn't recommend you spending your time/energy on an iOS port. I think the way to go is maintaining the PC versions of your games, once you're feeling better, getting more games out. I know you've still got big ideas bubbling under the pot lid, and it's high time for them to spill over!