It depends, I worked on SS14 engine a bit. It's a custom C# engine. Versus a Bevy engine in Rust.
And most stuff SS14 devs are trying to enforce in their custom C# engine comes for free in Rust. ECS? Mandatory. Systems can't store state? By design in Bevy - systems are functions. Components need to be ported from class to struct? In Rust you don't have to choose.
That said some issues like faster iteration and sandboxing might make more sense for a C# engine, but so far there wasn't some huge obstacles for developing other kinds of games.
And most stuff SS14 devs are trying to enforce in their custom C# engine comes for free in Rust. ECS? Mandatory. Systems can't store state? By design in Bevy - systems are functions. Components need to be ported from class to struct? In Rust you don't have to choose.
That said some issues like faster iteration and sandboxing might make more sense for a C# engine, but so far there wasn't some huge obstacles for developing other kinds of games.