5) How did you get rust to run on three consoles, was it difficult? Are you using 'std' or 'no_std'? Is this something that is feasible for other people to do?
Spellbound is built as a static library using some high level interfaces that define just enough of an Application / Audio / Rendering API. On the PC, this is pretty easily implemented in SDL2, on consoles, it is implemented roughly half in C++ (to interface with the console APIs) and half in rust, with the specific balance depending on the specifics of console APIs that I cannot talk about. We patch 'std', 'libc', and 'rand' to build with custom targets for each console, so that we can more or less use stock rust with 'std' and a whole bunch of crates without difficulty. I can talk about this more in detail depending on what people want to know. I would estimate the total amount of extra time that I spent getting Spellbound running on consoles vs if this was a project in C++ rather than rust at around 2 weeks of just my time. It was actually easier than I expected, but it does require quite a lot of domain knowledge.
6) Rust is not ready for game development, this was a bad decision!
That's not a question :P For us, for this project, it honestly seems to be working out pretty well. The last real concern was platform portability, and that's no longer really a concern. There's not REALLY any more roadblocks related to choice of language, which is why I'm talking about it here now.
7) This means rust is 100% ready for game development for everyone!
Hey, that's not a question either! I would emphatically say NO to that, but honestly I'm not sure I would say yes to that about literally any platform. Everyone is different, every game is different, everyone's requirements are different. If you want to make something in Unreal 4, you might have a bad time? Maybe not, I don't know!
8) I think [insert other platform / engine] would have been a better choice!
Still not a question! That's very likely to be true for you, that may even have been true for us, who knows. That's just like, your opinion, man.
9) Does this mean that your next game will 100% for sure immediately come out on all three consoles on release day?
The game is running on all three consoles with input / audio / rendering, but that is not all that goes into releasing for a console. I'm not really allowed to talk about it in tremendous detail, but I can pretty much say that there shouldn't be anything technically in the way. We're still pretty early in the development process though, please do not construe what I'm talking about to be a promise about scheduling or releases or anything like that.
10) What crates do you use?
So far, in no particular order, at least lazy_static, log, rand, num, smallvec, serde (+json +yaml), strum, rental, regex, backtrace, itertools, error-chain, sdl2, gl, png, ogg-sys, vorbis-sys, vorbisfile-sys, twox-hash, rlua, and probably some I've missed. Cargo is a godsend. Edit: I also forgot 'smallvec', and there's a transitive list in the comments below.
11) Open source your engine, I want to use it!
I wouldn't consider the engine spellbound is being made in to be general purpose exactly, but it may be general purpose if you limit yourself to 2d games. Closer to release, I think I may be able to swing open sourcing more of the engine than is currently, but right now our main open source contribution is the 'rlua' crate.