Most indie hits you hear of are products of extreme luck or corpo astroturfing. Streamer got you viral, you won a government grant (good luck winning if you're not a nigger tranny), perhaps you are a big influencer with lots of simps or maybe you are wealthy to start with.
To list off a few examples.
AstLibra - Dev worked for close to 15 years on this one project. Used the DirectX libraries and C++ to code the game engine himself. It's a wholly unique JRPG designed for PC, spreading mostly via word of mouth.
VGinsights says almost 800k sold with 13M in profit.
Symphony of War - Was going to be a Fire Emblem clone made in RPG Maker. Till the dev stumbled into a formula of having a squad made up of individual units. A hero can command up to 9 units total in a formation, with units types like gunpowder cannons, mages and dragons. He doubled down by releasing a DLC for it and is actively working on a squeal. His highest game before this only got 500 positive steam reviews compared to 10k here.
VGinsight says sold 350k copies, almost 5M in profit.
Slay the Princess - Devs initially made this as a side project while they develop their spooky diverse horror themed main project. This quickly became more popular as it was a straight horror love story with no diversity. They paused development on their main project for almost 2 years just to work on this and even sold more when Markiplier started doing a playthrough of it. It goes to show that devs who believe in diversity just hold their preaching in when creating a product can make it sell.
VGinsights says it sold 430k, with almost 6M in profit.
These are just famous ones that have a story that help them sell. For every indie game that gets mainstream exposure, there are other ones like
Chained Echos, a perfectly fine RPG inspired by the likes of Chrono Trigger, that only generate
some profit (180k copies sold, 3M generated) or nothing at all like
Broken Roads. (8k copies sold, 200k generated).
Sierra Lee as a content creator has spoken in multiple end of year reviews she does that finding & retaining an audience as a content creator is one of the hardest things she does. Because even if you make content, be it a game, youtube video or some kind of artwork. The digital landscape is designed in such a way that it's like an endless river washing everything downstream to get memoryholed. The 3 examples I gave were all spread via word of mouth, memes or just video reviews of gameplay. Someway to get noticed by the general public and then get popular.
And that's where your point hits the nail on the head. Would anyone know of Hall's game if it wern't for the YT shorts he does promoting himself working on it? My answer is no.