On the topic of money, I decided to do some math today based on what I know of LRG.
Profit on physical games is about 55%. LRG shares (or at one time shared) profit 70/30 favoring the developer. Assuming this is still true, LRG gets 30% of 45% of every game sold, which is 13.5%. On a $30 game that's about $5. The numbers are different for Switch (and I don't think that's public knowledge), and CEs will obviously vary greatly but would tend to be more profitable based on most of their contents.
For shipping, they've admitted that they upcharge in order to offset the cost of the shipping team but I don't know what the actual cost-per-item to ship is. I'm guessing around $3.50, leaving them with ~$2 on the shipping charge for domestic packages (I'm not going to try with international logistics).
LRG has ~10 employees as of a few years ago (it's probably higher now), and they've mentioned they pay their employees $15 an hour plus good benefits. Assuming a standard work year (2080 hours) that's $31,200, and "good" benefits usually cost another 40%. So that's $43,680 per employee (though I assume Josh and Doug probably get more than the shipping and support minions). Brings payroll for the year to around $450,000 conservatively.
With quick and dirty math, that means their breakeven point is about 65,000 $30 units sold in a year. Do note, though, that that discounts a lot of their day-to-day business expenses (marketing, office costs, conventions, tax). While I do think they've sold far more than that the past few years, I do think it may be contributing to the frenzy of releases. With the backlog of stuff to ship out it kind of makes me think they have a cash flow issue, but asserting that requires far more evidence than I have.
Keep in mind, this is all speculation and rough guesses. I don't know any kind of secret info about the company, I just did math based on publicly available numbers. Not trying to make any accusations or anything of that nature, I just think data is cool.