Games journalism is a trash fire, but they're floating numbers around 2 million copies of Disco Elysium sold, and that was before the Final Cut release. It's unclear where they get their numbers.
As far as I know digital sales are hard to come by.

They're making a sequel, and they felt comfortable enough to go back and voice every line of dialogue, so well I think.

I'm not sure DOS2 is really a innovative entry into the cRPG canon, either in terms of narrative or combat, but I see a real effort to make a game with a sandbox environment that wouldn't break if you changed variables. Kill this NPC or steal their plot item and the game compensates for it, even if it doesn't drastically change the way the story goes. you'll never see: "With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created"

I think there's certainly been a renaissance of cRPGs lately but like with everything most of the stories are forgettable, and mechanically they're all variations of on the same game. Which means that the most compelling games are ones that put your party into interesting combat scenarios, Larian does pretty well with this, Pathfinder 1 I think did pretty well too, but I can't really remember most of the dungeons and bosses of any of the other games mentioned. (not that that is the last word)