I've been working on and off on a space 4X game with lo-fi graphics. It's not a game yet and so far is mostly just a solar system generator, but these are some screen shots of where it is now.
I've been told that this is somewhat similar looking to Aurora 4X, but I haven't played it so that's a coincidence. After reading up on it I can say that while I wanted to do something similar in a lot of ways I have no intention of replicating its level of detail. I wanted a much stronger focus on societal and cultural aspects compared to the extreme detail for military conflict in most current space 4X games.
Anyway, right now I'm working on a test bed for the architecture. This version is built as a separate client and server with a focus on making it multiplayer-capable, with even single player mode working with separate client and server processes that just connect locally. That theoretically makes multiplayer simpler to implement since it has to work that way from the server's perspective, and it has the advantage of making the client interchangeable. If by some miracle this became popular one day, people could make their own clients that looked like whatever they wanted as long as they stuck to the protocol. My crummy lo-fi version wouldn't have to be the only version.
The server is built using Node.js and hosts a web socket server that clients can connect to and communicate using a simple JSON protocol. The client right now is just a website using HTML5+Canvas to render everything. If the proof of concept works out I planned to try rebuilding the server in Rust as a way of learning Rust and to potentially improve performance. I may continue to build a web capable version, but my ultimate plan was to distribute it through Electron or something. Using HTML and an embedded browser makes UI development so much easier for me than anything else since I do web development as my day job. I'm sure a client could be made with Godot or something so I may look at that eventually, but using a real game engine with web sockets may be tricky. I could switch to a raw TCP protocol or something instead I guess.
A lot remains to be seen about the viability. Network communications for multiplayer games like this very nontrivial, and a lot of data is being shuffled around. I'm trying to go with a centralized server and thin clients instead of a deterministic lock step method that a lot of multiplayer games use, and I may discover why most games don't do this.