I'd assume that for your indie game, there were a lot of people who wound up thinking "I would play this if it's free, but I wouldn't spend $X" on it. Adding successful DRM wouldn't have done anything to them but drive them away, and reduce the amount of buzz the game received. But then, particularly in the indie game space, maybe trading away a lot of buzz for a couple hundred more full-price game sales would have been completely worth it...
This is where the concept of services like Xbox Game Pass seem to be landing. Once someone has paid their fairly-small-amount each month, every game is now "free". Much like fairly-cheap streaming music basically stopped music piracy from being mainstream, cheap game-services might have the same impact on the game industry.
Though, much like streaming music, whether it turns out to be economically viable for the average game studio is certainly a question.
(For the sake of completeness: I don't pirate anything, so I have nothing to justify here.)