I'm a co-founder of a game studio that will be writing in (primarily) Haskell.  We're currently assembling the technology stack for our first game, and I'm very interested in FRP (Reactive in particular) as a way of making video game programming easier and less error-prone.  However, from reading this list and discussing it with people in #haskell on irc.freenode.net, it seems that there may be issues blocking us from using it within our timeframe (we plan to release our first game around November).

What known issues would prevent Reactive from being used today in a commercial video game?  Would you anticipate the discovery of many critical issues in the future?  What would it take to overcome these issues?


Thanks,
Ryan Trinkle