To add to what others have mentioned, relevant features that come to mind (when comparing with C++):
a) Module system lowers the complexity overhead of using third-party libraries, which means you aren't tempted/required to reinvent as many wheels
b) Easy, reliable, monolithic build system, particularly for cross-platform builds
c) Ease of writing bug-resistant concurrent logic (my understanding is that concurrency doesn't get used much in games because it's so hard to get right)
Of course the above can mostly be said for C# too. But Rust could maybe be seen as the best of both (C++/C#) worlds
I would say its biggest disadvantage is simply that neither major engine uses it (officially). Unity and Unreal are so powerful at this point (and free for smaller projects!) that you're better off using them for nearly any game project, unless: a) you just feel like writing your engine from scratch for fun, b) you're doing something wildly novel, or c) you're a AAA studio that can afford to hand-roll an engine in order to save on licensing fees down the road. Maybe Rust will see adoption in category c one day, but there's a huge amount of institutional momentum to contend with.
a) Module system lowers the complexity overhead of using third-party libraries, which means you aren't tempted/required to reinvent as many wheels
b) Easy, reliable, monolithic build system, particularly for cross-platform builds
c) Ease of writing bug-resistant concurrent logic (my understanding is that concurrency doesn't get used much in games because it's so hard to get right)
Of course the above can mostly be said for C# too. But Rust could maybe be seen as the best of both (C++/C#) worlds
I would say its biggest disadvantage is simply that neither major engine uses it (officially). Unity and Unreal are so powerful at this point (and free for smaller projects!) that you're better off using them for nearly any game project, unless: a) you just feel like writing your engine from scratch for fun, b) you're doing something wildly novel, or c) you're a AAA studio that can afford to hand-roll an engine in order to save on licensing fees down the road. Maybe Rust will see adoption in category c one day, but there's a huge amount of institutional momentum to contend with.