C programmers are systems / embedded programmers.

I made my living doing C when I worked on Samba + Illumos.

Really, if it isn't systems or embedded, C is very rare, even for someone like me with 20+ years of it, I won't code in C unless it is really the "language of choice" for the problem. And that ain't often.

That said... I do write some C time to time, still.

This is far from a majority, but a lot of folks are still using C or an orthodox variant of C++ in the gamedev industry.

Many APIs, like Vulkan or OpenGL are using pure C.

All the current major game engines are C++. C hasn't been widely used since the Quake 3 days.

While yes the Vulkan & OpenGL APIs are pure C, that's very, very little of what you actually code against. You very quickly abstract that or use a middleware like bgfx or whatever. In the case of Vulkan while the spec API is C, there's first-class C++ wrappers/bindings provided as well: https://github.com/KhronosGroup/Vulkan-Hpp

And other than Vulkan & OpenGL, you'll find that most other APIs/libraries in the space are C++, not C. Valve's libraries are C++. Dear ImGui is C++. Bullet & PhysX are C++. Microsoft's glTF SDK is C++. etc...

You can argue endlessly about how "true C++" those all are or if they're just "C with namespaces" but that's largely irrelevant - they aren't C and they need a C++ compiler.