My first attempt was a server for a dungeon crawler that superficially looked like a rogue-like, but was actually 12 frames/sec realtime instead of turn based. It started out on Clojure, but I afterwards ported it to Go. In this server, the world was divided into 80x24 subgrids that did most of their processing in parallel. Processing would happen in two stages: 1) local data processing, where each entity got updated in a loop, sending out updates to clients and 2) collision resolution/movement. If I had to do it over again, I would relax the grid's invariant properties, and make each 80x24 subgrid completely independent, which would eliminate the collision resolution step.
In my current server, I'm basically sharding my space-game into star systems, with free travel between star systems though "Hyperspace." There is a farm of "worker processes" that is coordinated by a master server. Any instance of a star system can be idempotently spawned when a client is attached to it. < https://www.emergencevector.com >
I think Go is a good option for writing a game server. You'd have to be pretty profligate to make the GC pause overrun one 16.66 ms tick, and if you miss a tick here and there, who cares?