A solution to piracy is already well known in the commercial application space, and that is making it so that paying for your software is worth it over and above pirating it. For instance, paying customers get technical and other support, security and other updates, proper documentation, an upgrade path, and so on, which pirates don't get unless and until they pay for it in the first place. Of course, for commercial applications this sort of thing is easier than for games. But games used to try; there was a meaningful difference in getting a dodgy CD-R with "QUAKE" markered on it from your fat mate from getting the proper boxed game with manuals, feelies (remember when games had feelies?), stickers, possibly a patch or a flag or a T-shirt, a cloth map of Britannia, a star atlas written by Robert Holdstock, or suchlike.
(God I miss the days of boxed games. DVD cases with a quick start sheet tucked in aren't the same.)
Simple answer: Their DRM is even a bigger joke. I played that Close to the Sun game and it felt like Epic barely bothered to even have a DRM on the fucking thing.
Even back in the pre-internet days, DRM was seen as a fucking joke. On the Atari ST there was roughly one game which provided any meaningful resistance to being cracked and that was Dungeon Master, which relied upon accessing the original disks which had a "weak bit" at a given location. The weak bit would be read as a 1 on some occasions and a 0 on others, and by accessing that bit 20 times, it would then discern that the disk was real if it was random every time, or not real if it was always a 1 or always a 0. This made it look like a copiable disk and you could copy it with most disk copier programs no problem and the copies would look good, almost as if there was no DRM. However the clever bit wasn't that. The clever bit was that the copy protection checks were salted throughout the game at seemingly random intervals, and if they failed they wouldn't quit or bomb the system immediately. No, they'd let you play on for an arbitrary amount of time before crashing to desktop. So early piracy attempts would pop open a debugger and disable the weak bit check upon first loading. They'd then think they did it. Then ten minutes later, wallop.
Only when one singular autist who went by the sobriquet Was (Not Was) went through the entire assembly language code (which was compressed with a proprietary algorithm just to make things a bit more difficult) line by line for the whole game and systematically deactivated the protection at every juncture was it finally cracked.
There is a solution to piracy which business software developers use and which is the only one that seems to work, and that is the big fucking database. If you can have every copy of the software you sell embedded with a secret serial number generated upon download in a way that's difficult to find or clock the existence of, and obtain (possibly by agreement with Steam, Epic Store, GOG, etc) records of which users purchased which serial number, you can then look for copies on torrent sites and then determine whose copy has been thus leaked and sue them. Autodesk, Adobe, etc. do it via the Business Software Alliance, but that has its own problems (the need for database maintenance for one, and their policy of offering cash rewards to people to grass their employers and the concomitant failure of litigation that this can engender.)