Earlier quoted context omitted.
It solves 3 problems: 1. Server client sync is handled for you 2. Server database sync is eliminated 3. Deployment is super easy because you just upload your wasm module to the database, and SpacetimeDB schedules it (similar to Kubernetes honestly, but at a different level of the stack)
The first two problems are nothing, IMO. Server client sync is handled by your engine or, if you need to roll your own, it's not that hard. Syncing to a database is more tedious than difficult. Getting rid of a game engine on the server side adds a lot more work. I don't think it would even balance out.
If they in fact can solve that (haven't checked myself), it would be a massive time saving for development.