Thanks! The world world consists of nodes, with information about which nodes are their direct neighbours. Every time the player moves between 2 nodes, it loads new nodes just outside vision by recursively checking the neighbours of the current node, and it unloads the ones no longer visible. A new levels is procedurally generated when you flip the last lever of the current one, which then gets appended to the end of the current level.
That sounds a lot like the way I made my own non-euclidean game! Except instead of procedurally generating it, I made it all by hand. There was no way I was going to make gravity-based puzzles which depend on the orientation the camera is when the player enters the room procedurally. It is also not the longest game out there...
I think I would like to perhaps expand on that world (without the 64x64 jam restriction) and make an even more insane world to put a non-euclidean RPG into. Maybe even make certain sections as close to homogenously-curved as possible, a la hyperbolica's very authentic hyperbolic worlds, instead of just this tiles-stitched-together "manifold" stuff. There are lots of possibilities to explore.