I’ve been in the game industry for 35 years, and have been playing with Julia.
I think it’s a pretty solid language for using as a game scripting language -ie a replacement for things like LUA, C#, in-house languages, and I have integrated it into my distributed simulation engine. The ability to run at compiled code speed and easy integration with the mainstream game dev language (c++) are strong positives.
The risks I would say are GC, and big issues about load-time compilation. I think the first is maybe not such a problem, and because of the ability to do code introspection, you could define “allowed” and “not allowed” constructs in your game logic scripting. The second seems a bit problematic though, julia’s startup times for even relatively simple code packages could easily become the bottleneck in game/level startup time.