It's doing pretty well, I think. Early on, Richard and his teammates expressed concern about the game's Mixed rating on Steam, but they've solicited enough reviews to keep it at 70%, which means that the clear majority of players are happy. Surely most games can't say that! 90% of people who bought the game have played it, which is very high for its genre -- for instance, the game that it was apparently based on, Out There: Omega, has only 80% of its purchasers playing, and other similar tier space games have even worse player rates (50% for Flotilla and 68% for Space Pirates and Zombies). It has considerably outperformed similar low-budget rogue-like space games that have come out after the "indie boom" -- like Space Rogue (8000 sold), Distant Star (17500 sold), Star Command Galaxies (9000 sold). On GOG, its top review is a glowing five-star review and it has a very strong four-star average (Space Rogue is 3.5, by contrast).
It was never going to be FTL: it lacked the easy name recognition from a successful Kickstarter, it didn't come out during the indie game boom, it didn't have Chris Avellone attached to it, it costs four times as much, etc. You can't expect a scrappy team like Daedelic West to compete with something like that, or to catch lighting in a bottle at the same place twice, to mix idioms. What they did was go into a very crowded genre, without name recognition or a huge budget, and won the hearts of almost all their players -- even the heart of the Codex! And they made millions of dollars to boot.
Also, remember that the PC was just an extended balancing test environment for the console launch. They've now had an opportunity to reset the difficulty to a more casual level, so when it gets its main release on PS4 and XBox, it'll big a huge hit.