Jai and Zig are my next two bets (after exploring some Nim and concluding that it needs more time to develop), but Jai has made design decisions that are much more appealing to gamedev, and Zig seems less pragmatic in this regard. Both seem to be promising languages in general, I'm only comparing them from a perspective of a specific domain of programming.
- Zig doesn't have operator overloading while Jai does. Maybe a minor nitpick compared to the other ones, but this is a must-have for any math-heavy code, even crufty Orthodox C++ practicioners seem to use it.
- Jai's dev team is also developing a compiler backend that is much faster than LLVM - it's only for debug builds, but that compile speed is very important for any iteration-based workflow.
- Jai's compile time evaluation is far more powerful - it can access the disk/internet and call any libraries. This is probably a horror show for any webdevs who like to do "npm install" without any thought, but in the case of gamedev where you have precise control over your dependencies this gives a much more higher degree of freedom. (For example, with this I imagine not only Jai code replacing all your build system scripts, but also asset management, packaging, localization, and publishing as well.) Jai's compile time evaluation also runs in a custom made bytecode-interpreter, which is probably going to be way faster than interpreting raw LLVM IR (which is what I think Zig's implementation is doing)
- Jai's support for switching allocators on the fly seems a bit less elegant than Zig's approach, but for actual usage I imagine it will be a lot ergonomic to use.
As you have said, you can't dismiss the community traction of Zig. But for me the most important thing will be: which language will actually ship a (reasonably sized) commercial game first. In that regard, as Jai's release will coincide with the Sokoban game that Blow's making it with, I think Jai will be the next language I try after C++ (well, if it releases though...)