Quality is necessary but not sufficient for success.
Also: a while back, I wanted to empirically test the "any good game will succeed on steam, and if it doesn't succeed, it isn't a good game" hypothesis by setting up a little metagame called "Steam Prophet". We would track upcoming steam games and try to predict which ones would succeed BEFORE they came out. We eventually disbanded the project when we got so reliably good (but not perfect) at predictions that we got bored and quit. Turns out that just a few leading metrics were incredibly predictive of day 1 (and thus day 30, day 60, and day 90, and year 1) success -- chiefly the number of followers the game had on Steam on launch day. It is a rare game indeed that can succeed on Steam without first having banked tons of high quality wishlists (of which followers is a public proxy metric for).
The spirit of Steam Prophet lives on today in the form of Simon Carless' Game Discover Co newsletter, which obsessively follows upcoming and newly released Steam Games: https://gamediscover.co/
Most good single player games do well.
Aside from rare cases like Flappy Bird, and aside from the usual vagaries of commercial, technological and artistic projects. And aside from special challenges like the minimum playerbase size required for an online game like Among Us.
During development, developers could set up a Steam page, release one or two trailers as soon as possible (with mocked-up gameplay if necessary), and try to predict the audience's interest by the increase of followers/wishlists (compared to other games). In case of a lukewarm reception, they could decide to drop this game and start developing another one.
Did you write about the leading metrics and your insights somewhere, aside from this article, which seems to be from the beginning of your "Steam Prophet" project?
https://www.gamedeveloper.com/business/what-i-learned-playin...
Most developers have very little understanding of marketing, and are very hesitatnt to pay for good marketing services.
Here's something most people won't tell you: the majority of online marketing is paid, either explicitly (i.e. you pay Google) or covertly (i.e. you "bribe" an editor at Forbes to feature your article).
https://store.steampowered.com/app/588210/HELLION/
Looks like it sold incredibly well and was abandoned by the developers and is no longer for sale.
A weird example.