The problem with Go is its inadequate FFI, which is important for gamedev which tends to be FFI and syscall-heavy due to embedding another gamescript language and/or calling into underlying rendering back-end, sometimes interacting with input drivers directly, etc.
Which is why C# has been chosen so often (it has performance not much worse than C++ (you can manually optimize to match it), zero or almost zero-cost FFI, and can also be embedded, albeit with effort).
There are also ways to directly reduce GC frequency by writing less allocation-heavy code, without having to resort to writing your own drop-in GC implementation (which is supported but I haven't seen anyone use that new API just yet aside from a few toy examples, I suppose built-in GC is good enough).