I've used RTIC in a few cases. In practice, it's a thin wrapper over interrupt handlers and locks on resources in them. These days, I prefer using macros to simplify the (natively onerous: many <> brackets with Mutex, RefCell etc.!) locking and initialization of global variables.
It also has software tasks, which is presumably the Embassy tie-in you mention.
It's very small and focused, but it fits in places Embassy can't. It reminds me in some ways of coroutines, but it can preempt.
The data-sharing maybe could be nicer, but I do think it's an improvement over C -- you get the ability to do things that you might otherwise need something much bigger like Zephyr for.
I suspect games are like movies: for every 100 movies, around 20 of them make enough money to cover the losses of the other 80. But predicting which movies those will be is extremely difficult (Goldman's Law: Nobody knows nothin'). Any studio / label / distributor which can do better than the average is probably headed for greatness.
"The hardware accelerated Rust RTOS" -- it can use your interrupt controller as a scheduler.