Basically I am creating a pretty similar game to this post. It's a large scale real-time strategy game with thousands of units active at once. I'm trying to figure out the best way to store the game state of the units without it slowing down. I looked into Redis and it looks like it's not the best choice for loading huge loads of data at once, since it doesn't have options like receive all or they are quite slow. So I'm currently looking for an alternative to handle big loads of data for initial loads. I'm quite sure I should hold the game state in ram at runtime to maintain speed.
If it helps I'm writing my server in Go.