Game developers eventually find themselves in a state of burn out.
Even those making popular or long running games.
Even ones with $1000s of monthly patreon support and steam beta releases.
The fact remains that game dev is a labor of love for 99% of devs, due to the extreme hours of effort they must put in, the income will never be equivalent to the money they could make with the same effort in a "real" job (with the exception of dev in a low-wage country selling games to high-wage-country earners). So those who stick at it after the initial "honeymoon" period of a new project are few... and those who force themselves to keep going (or somehow find that game dev is their one true hobby interest) are a small minority.
Because burnout catches up to most devs eventually, statistically the longer you have been following a dev's game the more likely it is to occur to that dev.
it's a sad fact of life.
The burnout factor is why for commercial projects there is a separation of responsibility and external investors:
- an investor chooses to take a risk, and puts up a few million dollars (of a few hundre million for AAA)
- managers who have the job to "organize other worked to get it done" are given responsibilty. a plan is created, a delivery date decided, a scope is decided.
- the managers hire the creative talent to make the product.
- the investor's money pays everyone to work full time for months or years.
- eventually the money will run out, so the game must be shipped or the investor loses everything.
- if individual managers or creatives drop out part way through the process, the entity that is the company will replace them, and the juggernaut rolls on.
- (the downside is the old "too many cooks spoil the cooking" problem: generic, tasteless and boring product. made "safe" to try to avoid campaigns against the product, all to try and protect the investor's returns.