Right now, for AGSers or p&c makers, I think it's worth keeping an eye on how Silver Spook fares out of it. Because he is in the process of establishing a point and click set of games into the wider world. Dave, Grundislav, Joel Andail and Rem are past that point. It's less tough for them to sell a point and click (and by sell I mean the creative side as much as anything financial) to people even the more casual audience. Silver Spook is in the "proving himself" phase which is why I say it's just an interesting point in someone's development to keep an eye on. I think he's on the right track because he's not doing what I would call a "hit & run", to release a single game and never be seen of again, so he's already got audience engagement on the table by simply providing more than 1 game ever. He's going to have a more expansive audience, be it niché or casual or both, because of it.
Mark is correct in that having your game anywhere on the internet in 2018, even if it *is* the most groundbreaking, mindblowing, revolutionary experience on the planet, is not enough to get anyone to play it, let alone buy it. And that includes Steam.
That is a major take-away for me, having released a pretty large (12-15 hours give or take) game in the Year Of The (Steam) Flood, 2017. I literally had 3 big adventure games, games bigger than mine -- not just some hack's shovelware -- come out on THE SAME DAY as Neofeud. Tacoma was one of them. I can't even remember the other two. Journey Down Chapter 3 came out the very next day as Neofeud. This is a pretty darn well-established series that started in AGS, with much bigger team, higher production-values than Neofeud, great social media marketing game, and they got... I think around 2,000 sales at launch, which
Mark Yohalem (Primordia) pointed out, is not enough to sustain a team with several people.
As Dave Gilbert recently said in a
podcast I did with him yesterday, "No one knows what to do exactly," to make it in the indie game industry. It is rapidly and constantly changing and evolving. However, from what I've discovered, those folks who have had any sort of success, have been those who have been actively promoting it, putting it out there, in a variety of ways. Just getting a social media account is necessary. Being active on forums, entering your game in competitions, talking to influencers, streamers, Youtubers, journalists. I spent eight hours a day emailing literally THOUSANDS of sites and journalists before the release of Neofeud. The biggest splash of press I had was when a
Rooster Teeth Youtube channel called Funhaus with 1.3 million subscribers decided to do a play with Neofeud, that got 200,000 views in a few days. I could definitely see that surge in the sales/views graph. Getting in the
Top 100 Indies Of 2017 (top 3 point-and-clicks) also helped, which is apparently how Funhaus discovered the video, along with the Gamejolt folks, who also featured Neofeud for a week. Ultimately, a lot of this is simply luck, a visibility wheel-of-fortune. There was no skill, talent, 4-year-Full-Sail-degree, marketing-masterplan, one-weird-trick, or anything else I could have had that got Neofeud those particular lottery-wins, but the more you put yourself and your game out there, the more lottery tickets you have.
I am an introvert by nature and despite whatever chutzpah charade I put on in the streams and podcasts, etc., I actually have a really hard time with it. I would much rather curl up in a poorly-lit dad-cave somewhere and binge Red Dwarf episodes. But I know that if I did that, no one but the inner-cloister of my game's "AGS Games In Production" *acolytes, all of 10 AGSers, will have ever played Neofeud.
(*You know who you are, and thank you for your camaraderie and being an involuntary suicide-hotline during the grueling twenty-hour background-painting guantlets. Your comments kept me alive.

)
Ultimately you have to ask yourself: "What do I really want from this game dev thing?" What are your goals? Do you want 1,000 people to play your game? 10,000, 100,000 people? Do you want to make $10,000? $100,0000? Do you just want to get some great and in-depth feedback from serious gamers and/or critics that tell you that you did a good job? Do you want 1000 "likes"? Do you want a bunch of people clapping for you? Do you need to beat PUBG for most simultaneous players? Do you want to go to white-glove events and have Gabe Newell grovel at your feet at next years multi-trillion-dollar stadium-busting AAAA game event, with an endorsement from Oprah, and an Oscar for best original Game-To-Movie adaptation in one hand and a Nobel Prize in the other? Do you just want people to like you? Do you want to make games while maintaining great and loving relationships with your friends and family? Do you just want enough to pay the rent? To pay the food and rent? To pay for a townhouse in a San Fran exurb and kid's private school? Do you want to retire to Hawaii with a G5 and a supermodel and have a timeshare in every offshore tropical taxhaven? If you want that last one, stop making adventure games. Just make really horrible games and have Artificial Intelligence-generated addictiveness algorithms convert your shitware into digital heroin, turn lots of young children and people with addicitive personalities into junkies, then stuff your garbageware full of lootboxes and microtransactions making you rich and them homeless, take half the profits, dump it into a plagiarized cryptocurrency shitcoin, use the other half to bribe select scruple-free crypto-"gurus" to ponzi-hype it for you, store ill-gotten gains you fleeced from pension funds in a major city's propped-up real estate market making more people homeless, wash rinse repeat. (Just kidding, don't retire here, please! I already had enough of the homeless to deal with around here in my last jobs.)
But seriously, what do you really, really want? Because if you just want a few cool folks to play your game and give you some feedback, you may be able to just make it and release it on AGS. It's a great, smart, friendly, and very active community here. But you may have to ask for a bit more critique, enter it into a competition, etc.
Personally, I just want to make games that I can be proud of, that have some artistic merit, that are relevant, and to make enough to support myself and my family at a reasonable standard. So far it is working out ok, although of course it could be better.
TL:DR point is that if you really want a number of people in excess of two digits to discover and play your game, making the game and putting it somewhere is, in the immortal words of GI Joe, "Half The Battle." The other half is getting it out there.