Steam reviews are a great way. Lots of folks, including myself, try or tried to seek out these hidden gems on Steam. And Steam provides some great tools to try to find them. [1] It just turns out that there simply aren't many games at all with genuinely high reviews, but very low player numbers.
There's a whole bunch of great games in the ~200 reviews category with high reviews, but I'd generally consider that successful. The average game gets something like 60:1 sales:reviews, so 200 reviews is around 12,000 copies sold. You're not going to be getting rich off those numbers, but that's more than enough to live an extremely comfortable life in the overwhelming majority of the world.
I guess you don't live in the US or Canada these days. Even if the game was $20, 12k copies sold is $168k raw revenue, after steam's cut. if you have 2 people working on it, you make above average revenue, for one year.
If you have 3 people working on the game, that is below median income for the US. And it gets worse for any assets you buy or contractors you need.
Even with 2 people, you have to remember that you don't get benefits from being a full time indie. so even 80k in this situation if it's a true 2 person team may not be so much much better off than flipping burgers with healthcare/dental built in. It's a rough economy right now.
Medicine and other stuff is similarly reasonable. I had the first cavity in my life fairly recently. A dentist trip, cleaning, filling, and related care cost a bit more than $10. And that was at a private provider, so nowhere near the cheapest. And then on top of this taxes are way lower, and the first $250k (for a couple whose earnings are split) are US tax free - the US has the distinction of being literally the only country in the world that insists expats continue to pay US taxes.
So you have this thing where an indie developer living in San Francisco is probably going to end up homeless, whereas on the exact same income they could be living an extremely comfortable life in the overwhelming majority of the world - 'Asia', India, Eastern Europe, South America, even some places in Africa are starting to develop pretty reasonably. Wherever, there's something for basically every taste and desire somewhere.
That's a nice sentiment for those who live in the not-US. But sadly most game development is in fact located in the US and Japan. For the US, many of the developer scene is in fact in higher cost of living areas like California, for the same reasons those areas have top tech companies and universities.
So I'm not just speaking for myself when I say that your estimates do not compare to most minimum wage work, which has itself already ceased to be a "living wage". It could certainly shift, but those are the current breaks. Your favorite indie games are likely made by North Americans as of now, and their survival depends on their ability to survive in North America. The one exception I can think off the top of my head is Team Cherry in Australia, which is not in a much better CoL situation if they are in the cities.
American or not, I don't think the solution to finances for online development is to emigrate out of your home country, away from your community, life cultures, and overall lifestyle. Tech is a big enough part of the US economy that everyone doing it would weaken the dollar itself, and then everyone loses given the current way the world economy works.
I don't know how to get meaningful stats on game development locations (because you need to exclude shovelware), but I know that in my library of games - American companies are few and far between except for big AAA titles, though even there things are getting a lot more diverse. For instance Kerbal Space Program is Mexican, Starpoint Gemini is Croatian, Space Rangers is Russian, Conquest of Elysium/Dominions is Swedish, Endless Legend is French, Lost Castle is Chinese, Crusader Kings is Swedish, Battle Brothers is German, and so on endlessly.
And in my experience lifestyles only improve abroad. All the niceties you're used to still exist in pretty much every semi-major hub around the world, and then much more on top. As do large communities of other expats. If somebody just wanted to be in a mini America, or even Silicon Valley, each and every day - they absolutely could. Think about how in the US basically every major city has a little 'China town.' It's the exact same thing abroad with Westerners, often with a tech bias.
Generative AI notwithstanding, in order to make a game you will hire some artists, and the best artists are "getting paid in USD" already, to use the words from this discussion thread. They may be talent living locally, but they work on-line, too.
Thus, successful indie games usually have budgets "in USD" and sales "in USD". I mean, making one is still a first world problem.