This has been a very long trend for Arcen. I like them a lot, but they haven’t found a sustainable niche. It started after AI War, when they had a glut of money and spent too long developing A Valley Without Wind and not getting anywhere. Then they released AVWW to middling reviews, and proceeded to develop AVWW2 and give it for free to all AVWW owners (which was insane). Then they proceeded to release a bunch of games every half year or so, few of which did very well. All had interesting ideas, but not long enough to bake in the oven, and since they were reaching out to all sorts of diverse genres (turn-based strategy, action, rogue-lite, rogue-like), their lack of experience in the respective genres, lack of time, and the limited art quality showed. And now Chris has fired everyone out of necessity and went back to AI War, which was the original success. I feel really bad for him, but I think it’s quite clear he never found the following he needed to sustain his company: the original AI War emerged when Steam started out, and was one of those Indies that benefitted from the new, empty store, as well as being one of the first games to be bundled in humble bundles (remember when those were a thing?). Additionally, Arcen was never happy with perfecting the one sub-niche, and kept trying all sorts of genres where they lacked competitive advantage. This simply isn’t something small Indie studios can afford to do.
Might be worthwhile trying to start a patreon and seeing what he can muster there, because there’s no upward trend here. The Indie games of today are far higher quality, in terms of polish, art and music, than they were 10 years ago, and niche realtime strategy (which is what AI War is) is never going to be a massive genre.