Kalevala: a world building toolkit for text based games, written in Elixir [0]
ExVenture: a text based MMO server written in Elixir [1]
Grapevine: a MUD chat network [2]
[0] https://github.com/oestrich/kalevala
That said, a requirement for scripting I have is the ability to chain together arbitrary actions in an atomic fashion without any races or deadlocks. Content creators can create really complex scripts that involve arbitrary locations and actions. I wasn't sure how I would achieve this goal with ExVenture.
What if you put the entire state in a single GenServer? You can still delegate modifying different parts of the state to different modules, just call functions in those modules from a single server process.
This is why I went with software transactional memory. In the generally unlikely event that there's some overlap, the changes will just be rolled back and re-done.
It's not as ambitious as an MMO, but I like to use MUDs to learn new languages. I've been (slowly) working on one to learn Elixir and I'm actually finding the concurrency model somewhat difficult to use for the MUD - especially the single world that every player connects to.
I ended up writing my own kind of software transactional memory library to help me out: https://github.com/stevbov/stm_agent
But altogether my design feels fairly un-Elixir-like. It seems like the language would shine more in a problem space with more process isolation. When it comes to the game world, pretty much any process could potentially depend upon any other process. Especially once you get into scripting NPCs.