I have a private conspiracy theory that one of the reasons for the recent remaster of The Last of Us is to move all of Naughty Dog's go-forward IP off a Lisp-based workflow. Through at least The Last of Us (2013), ND had been still sneaking in Lisp through the back door: while the engine was in C++, a toolchain in Racket would generate all the entity component types as well as data for various animations, etc. I think there's been a shift in developer talent at ND in the past few years, and Druckmann wants to get rid of all the Racket stuff (because it's hard to find maintainers for it) and stick with a standard C++ workflow.
All of which makes Kandria even more refreshingly welcome.
To my knowledge, Naughty Dog have never fully implemented a game in a Lisp. They used it and custom languages written in Racket as scripting and automation tools.
The game posted here appears to be written in Common Lisp from the engine up.
That was an exclusive playstation title, probably the third biggest title in terms of sales on the playstation, and it was written in Lisp.