Not to derail this too much but the core issue is that most indie devs don't have qualified business administration staff that are empowered to make decisions. Most indie devs are either industry vets who were tired of having to deal with "suits" detracting from their "amazing" ideas or they are young dreamers who think all you need to make a successful game is a good idea and skilled developers. The problem is that this is a business and in order to create a successful game you have to have a solid financial foundation. Planning ahead and utilizing standard business practices will enable a studio to develop the bare minimum viable product to present to the target audience. If the audience appreciates said product it is easy to find funding to produce the game. About half of the developers realize this much. Unfortunately they spend all of the money making the game and have no forethought for the rest of the procedures. They leave no money for marketing(30% of total budget is traditional), no money for support staff, no money for post release development, etc. They assume that the game will sell and they will have tons of money right away but that's not always the case. Steam can hold your money for up to 60 days, any debts will usually have to be paid from the first wave(s) of income. Some debtors will file a lien on accounts if they don't get their payment within a week after launch, even if Steam doesn't pay you for 30 days. There are a host of legal issues that arise with success such as tax and territory disputes, third party rights management, alternative revenue stream agreements and more.
I have made a good living by providing these services mostly to developers who have already made mistakes and lost a lot of money and reputation. The second time around developers usually structure just like the companies they originally spoke out against. They begin to operate like the same jerks they once lamented because it's usually the only way to run a successful business.
There are of course exceptions and flukes where some devs have been incredibly lucky and sold millions of copies of their game while mishandling operations. Dumb luck and tons of money can overcome almost anything, but it's a VERY rare instance.
ON TOPIC: I don't care what happens to the Towns franchise as long as Burningpet keeps creating! Have you seen his work on Dwelvers?!