If they were losing money, they would not have entered into an agreement with STEAM because they also take% ... no need to include a kind person here ... they already have excellent profits on Patreon and have income from STEAM. Phrase- MONEY out of pocket- not appropriate -_- Let the pricing policy be changed in this case. Going to the store to shop, you only give a fee for the price of the goods, and if everything suits you, you can already give a TIP. You don't pay double the fee, do you? So if I want, I will give this TIPs to the developer, BUT I do not intend to pay EVERY month.
Let's look at a couple of points using Patreon as an example. There are 3 subscriptions $ 3,10,20$ Let's say 100 people 3$ = 300$, 10 $= 1000$, 20 $= 2000 $. They are supported by 3,712 people. EVEN if it's everyone who bought $ 3 = $ 11.136 PER MONTH. and yes I know they pay a HUGE percentage of Patreon's commission, but they actually have a significant amount left over. Including no need to tell me here -_-.... Therefore- they definitely get MORE than the minimum wage -_-
Notably I explicitly said they were above minimum wage, barely. (And that this was last time I did the math, back in...I want to say May or June?) Your given figure is also above minimum wage, barely. After fees and taxes, you're looking at over half of the per-month income from Patreon vanishing. Even without those, you're looking at a five-way split between five developers. Assuming literally no fees, taxes, or company cut, your $11,136 income number would wind up at $2,227.20 per developer per month, which breaks down to about $13.92 per hour on a full-time 40 hour workweek. (Again, this isn't even considering the fees, taxes, and company cut that take out well over half of the income before then.) The minimum wage in the UK is £8.91/hr for someone over the age of 23, which is a safe assumption since the devs have stated they have families. At current exchange rate, that would be $12.36 an hour. Not much over minimum wage. I could, in fact, apply at several local retail chains for a position as a cashier and start with a higher wage myself.
More likely, they're actually seeing a majority of $10 subscriptions, as that's mostly game access. With the (again very faulty) assumption that every subscription is $10, they'd be at $37,120 per month on Patreon. We don't have access to any verifiable Steam figures and those are one-time purchases with a hefty cut going to Valve, so they're less relevant for this compared to monthly subs. But, assuming a (generously low) 60% reduction on income between patreon's percentage cut, money changing fees (they're based in the UK), taxes, and business cut, you'd be looking at $14,848 to be split five-ways, totaling $2,969.60 per developer per month, or roughly $18.56 per hour on a 40-hour workweek. About what I'd expect a starting position with no decision-making power at an office to give me. So definitely above minimum wage now, but certainly not at "I can support my family" income like they had before starting the project.
And this also isn't including how much they're shelling out for third party assets, tools and content. The voice acting alone likely costs quite a bit per line of dialogue.
So to put it bluntly? Without the Patreon subscriptions this game would be so heavily in the red that it's not even funny. Not necessarily in terms of company spending (we can't quantify that, but they have stated they're paying subscriptions for the adobe creative suite and modeling software, which add up pretty fast on their own), but in terms of being a negative asset to their household. We don't know their family status, mind. They could have spouses raking in the dough and entirely capable of supporting them doing nothing at all. But that's an assumption. What we do know is that it's five developers, with families, in the United Kingdom, who quit their previous jobs to work on this game together.
Also, selling a game on Steam is super cheap. It's literally $100 and then passing some super basic QA from an underpaid Valve employee, then waiting 30 days to put the game on sale. Income doesn't factor into the ability to do that in any way, which is why Steam gets so many low-end "I found a demo project on the asset store and decided to sell it" games.
Edit: Also, there was a ton of out of pocket for this game. You make the bold and very wrong assumption that they've always had this many subscribers. They were at 400 in January, 600 in February. They broke 1K in March, and iirc they finally broke 2k in May. They started work on the game back in October of last year, if I remember correctly. There are a lot of up-front expenses they'd have had to make at the time, such as creating a business, buying their initial round of Unreal store assets, and buying subscriptions to the software they're using, all while having next to no income for the first few months. They only really started theoretically breaking even on a month-to-month basis a couple of months ago, and they may well still be at a net negative income over the project's entire lifespan compared to their previous jobs.