Rust seems like a great language if you want the run anywhere capability of C, with considerably more safety.
If you're interested in more info the docs  and the New Rustacean 1.31 Part 2 podcast  are helpful.
You can of course also run these functions at runtime; they're a more restricted kind of function. You cannot even currently use if inside of them, for example. We're working on expanding it out, but we're going slow because it's important for soundness reasons.
The conceptual difference between constexpr and consteval is that consteval is guaranteed to be evaluated at compile-time, so unlike constexpr code, consteval code will never actually end up as a function in your binary.
Rust's const fns on the other hand can be called at runtime, so in that respect they'd be closer to constexpr.
maybe this is normal for the minor version Rust announcements, but is the page missing a link to the list of contributors?
I really need to re-write it to make it more simple this time.
UPDATE: list is live at https://thanks.rust-lang.org/rust/1.33.0, blog post has been amended to include the link. Should show up in a few minutes. Thanks for your patience, everyone.
* You have to do a lot of stuff yourself. The experience is not like with unity or godot where you have a powerful editor together with a powerful engine taking care of everything for you.
* There is a large ecosystem below the level of unity/godot which lets you choose very precisely how much you want to do yourself and how much you want to have abstracted away. Games in Rust have been published so most of the stuff is around and if you are already familiar with SDL or LÖVE you will find the two in Rust as well.
* The community on IRC and Gitter and other places is really helpful to people with questions. Both gamedev related and unrelated to gamedev.
In general, I think if you like gamedev as a hobby and want to learn Rust, it's a great opportunity. If you want quick progress on your game and don't like unpolished stuff then I'd recommend C# or Gdscript. For me, I've already done Rust in other areas and really enjoyed doing games as well.
Though looks like there used to be a areweembeddedyet.org, but now https://docs.rust-embedded.org/ seems to be the main jumping off point for rust embedded.
* The Pin trait is stable.
* std::task/std::future, i.e., the ability to use futures is still unstable.
* The async/await syntax is still unstable. And apparently being bikeshedded like mad, from what I've heard.
Occasionally a nightly will break your code (the most recent case being when LocalWaker was renamed), and you might have to wait a few more days after that for the futures-preview crate to catch up.
I wonder if there were any big improvements to compile times? Is that in the road map for this year?
Also, building third-party tools is a pain as well (compile diesel or ripgrep sometime), which is the most annoying part for me.
Also, it's a bit annoying for CI since I like to make sure everything can build from scratch, and it can be quite the wait to see if your build succeeded.
Also there are more resources here: https://doc.rust-lang.org/