Take a look at Steve Jackson Games. Jackson started designing and editing in the 70s, started his own company in 1980 publishing Kung Fu 2100 and took over The Space Gamer from Metagaming. He wrote a series of articles, later a book, about designing games. Years of successful hobby boardgames led up to GURPS, one of the most in-depth and extensively supported RPGs ever, built up from a desire to create a universal system for any level of play and complexity, based on real-world numbers.
Now? By far their biggest products are Munchkin and Zombie Dice.
That's not exactly a problem - indeed, although SJG's RPG output is almost entirely PDFs these days it's the success of Munchkin and Zombie Dice which has allowed them to keep it going - but those are the games appearing in the sorts of stores that Joe Average has heard of: Target, Walmart, Barnes & Noble. Role-playing takes time and homework and the sales mean that it doesn't pay the bills, because most people are simply aghast at the notion that you might have to read a couple of hundred pages of rules and setting. Frankly, I don't blame them. SJG relaunched Ogre and Car Wars recently which is terrific, and for hobby games you can expect them to be quite successful, but they're only getting that sort of treatment because the company is able to devote resources to them without the danger of going belly-up if sales tank.
Cyberpunk has another problem: the parts of cyberpunk taken away from the early fiction by many people, especially gamers, tended to be the cool technology, the inequalities of a society owned by huge corporations and the possibilities for being the edgy, rebel outsider, striking a blow for freedom and humanity. All well and good, but not everyone is William Gibson or Rudy Rucker or Bruce Sterling and RPGs in particular deal more easily with equipment lists than with philosophical questions and social commentary. The result is that most of the things that made cyberpunk so cool in the 80s make it look horribly old-fashioned now. The influential novels, like Neuromancer or When Gravity Fails, stand up well apart from a few details because they weren't simply about cool gear and the cool stuff you could do with it, but your average cyberpunk RPG doesn't have that depth and time has left it behind. The future happened and it waved as it went past.
"It was charting, through the metaphors of sci-fi, the psychological reality of a society being profoundly disrupted by technology that made Gibson’s writing exceptional."
"...hundreds of books co-opted Gibson’s style but entirely missed his message."