I was like, "wait, that's what raft does, and my game state is already a state machine ... let's do this thing". I then ended up putting my entire game state into raft, and even abused it as a generic pubsub engine.
It was fun, and it worked, and was actually not hard to setup using the Rust implementation. Then when I was done, I realized how pathological it was to put literally all game state and every single event into Raft, so decided to stop indulging myself by having fun and trying to hack Raft into an unintended use case, and just used Redis for game state and pubsub.
I never load tested the Raft implementation, but once I do have some perf testing tools, I'd be interesting to run the Raft code vs. Redis comparison to see how throughput differs. For this use case, at some point Raft should fall over while Redis would be chugging along.