RE: Secrets of Raetekon, I expressed this in a different thread, but honestly the problem is that there are too many games. Period. And this is true in a lot of genres on a lot of platforms. No one out there has enough time (or enough money in some cases) to play through everything excellent. So when you launch, say, Bodycount by Codemasters, you're also competing against some of the best FPSes ever, all of which are cheaper and have more awareness. If someone is in the mood for an FPS, and they haven't played Battlefield or whatever other game you might pick, they're going to choose those over Bodycount. The same is true here; there are probably 250-500 indie games with excellent reputations and word of mouth out there.
Secrets of Raetekon is a third game by a dev who previously made a Wii U exclusive that got pretty middling reception, and then a number of years ago a WiiWare/PC game that personally I didn't like. Admittedly, this game looks better to me. I've got it on my wishlist. But I'm not likely to spend $9.99 on a new release that mildly piques my interest when there are hundreds of games I own but haven't played, including some of the best games ever made, and hundreds more games at or below this pricepoint that also interest me. This is a real issue for puzzle games especially; you could make a really polished match-3 puzzle game, or even a new type of puzzle, but mostly you're competing against every other puzzler ever made and most people will satisfy their craving for puzzle games before they get to yours. Why do you think Popcap doesn't released 6+ games a year anymore? Because so many others are releasing games in that genre now, because distribution services make those kinds of games accessible.
Even if I limited my scope to new releases, there are dozens of new games coming out a week. A lot of them are bad, but it doesn't take a very high hit to miss ratio to have some pretty significant games coming out. Child of Light is about to come out, and I hazard a guess that's going to make a splash. Goat Simulator has been out for less than a month. Rust and DayZ are still sucking up a lot of oxygen. FTL just got a free expansion. The last Blackwell game came out. FRACT OST was just published by Indie Fund, that's a surefire sign based on their previous games that we're dealing with an interesting original product. It's not just about quality, it's just... it's not like people out there are starving for stuff to play, desperately saying "where is the PC game that I want to play?" and having not heard of SoR because of the deluge of shit on the front page. People are playing stuff. There's too much to play. And with games-as-a-service, often times people are playing as much time as ever, but concentrating it more on fewer games. That's a valid approach, but it also means games get left behind.
But this is not a problem that's going to be solved unless fewer games get released. So who is the person who is currently trying to make it as a professional game dev who is going to give up their dream and go back to database programming for some mid-level corporate outfit? I don't think there's going to be a rush of people nominating themselves to do this.
It's the double edged sword. Fewer restrictions on who can make games--and I'm not just talking Steam releases here, but just generally the rise of middleware, fewer contractual restrictions, the existence of digital distribution--means that more people will enter the market. The number of actors entering the market is rising at a rate faster than the amount of money entering the market or the amount of person-hours entering the market on the player side. This is going to result in a lower median number of sales and less visibility for the median game. Even if the total number of sales is growing, even if it's a bigger pie, it's still being cut into too many slices.
If you had a town with 500 people, and 100 of those people were hairdressers... even if they were all really talented hairdressers, the best case scenario is that some of them would go bankrupt and the worst case scenario is that all of them would go bankrupt. Because 500 people can't sustain 100 hairdressers. And I think we're running into some of the same problem here.
I'll probably pick up Secrets of Raetekon in a bundle. Or on sale for 75%+ off. I don't see how anyone could blame me for making that decision. Even if I specifically wanted to support this dev, I couldn't possibly specifically support every dev I want to. Someone's going to get left out. If that can't sustain this dev, I'm really really sad for him--just as I'd be sad for anyone who can't pursue their dream. And if I bought his game, I'd probably be skipping someone else's game, or if I increased my spending on games I'd have less to spend on other things, or if I increased my overall spending I'd have less saving and thus less spending later. And same goes with my time--spending time on his game means time not spent on another game, or more time spent on games but less on something else, or more time spent on everything and less time sleeping. In both money and time, it's not zero-sum, but it's not an infinite commodity either.
I think discoverability is very important. I think arranging space so that people can more easily express their preferences and better match their preferences to what's available is key. It would suck if someone wanted to play this game but couldn't find it. But at this point I feel like a lot of the discoverability problems are basically solved for even moderate-information consumers. Steam's got browse by category, it's got new releases and top sellers, it's got the tagging system, it's got stuff your friends bought, it has greenlight, it has the front page carousel, it has recently updated, it has browse by review, it has browse by price, it has sales and specials, it has featured blocks for featured sales, it has sales events, it has keys sold elsewhere, it has content sharing for in-built viral marketing. Are there really not enough ways on Steam to find some stuff you want to play if you bother to look? I doubt it.
And once you've solved discoverability problems, what you're left with is demand problems. Those can't really be solved.