> It is a hilarious and catastrophic failure of Linux userspace that the best API for running games on Linux is Win32
Studios don't target Linux, they target Windows and sometimes Mac.
Imagine if Flappy Bird targeted only iPhone, because there were only 50,000,000 Android users in the world (hardly worth supporting). Then Android creates an iPhone runtime on Android so people can play Flappy Bird on it, and you conclude "iPhone actually worked, this is evidence that Android is a hilarious and catastrophic failure."
the other way around is kind of how libgdx games run on iOS :)
I don't need to imagine a made-up scenario that doesn't make sense. We can look at what has happened at face value.
The calculus is very very very boring and simple. Game devs will support every single platform on the planet in which the cost to support that platform - both directly and long-term maintenance - is less than the increased revenue that platform provides.
It is not uncommon for indie games on custom engines to support Windows, Playstation, Switch, Switch 2, Xbox. And, depending on the game, iOS or Android. Sometimes macOS although that's increasingly rare.
Native Linux builds are pretty rare. Especially before Proton got pretty good with Steamdeck release.
Supporting Linux is a monumentally tremendous pain in the ass. Radically more than literally any other platform. It is hands-down the hardest and most painful to support natively. So painful that emulating Win32 is a clear win. Valve's runtime helps a lot. And supporting another path is just a waste of time.
Very sad!