Have a question, a bug to report, or feedback about how Sorvelin feels on a particular device? Email is the fastest path.
Email SupportSorvelin uses Apple's Core Haptics engine, which is only available on iPhone 8 and newer. iPad does not support Core Haptics — on iPad the field carries through sight and sound only, and that's by design.
On iPhone, check Settings → Sounds & Haptics → System Haptics is on. Then in Sorvelin, tap the gear icon and confirm Haptic Intensity is above zero. The Calm preset intentionally lowers haptic intensity — try Standard if you want the field at full strength.
Open settings and tap Soft or Calm. Each preset re-tunes motion, haptic intensity, and audio together as a single coherent profile. You can also adjust each channel independently underneath the presets — presets are starting points, not locks.
If a specific channel is the issue (motion vs. sound vs. touch), toggle just that one off. The other two carry the same information independently — the field still works on any pair.
Sorvelin was designed with the spectrum in mind: no language, no failure states, no time pressure, no UI to navigate mid-session. It's intended as a quiet space for sensory exploration and regulation, not a game to win.
The Sensory Presets let a child (or you) move between three carefully tuned profiles depending on the moment. Calm is the gentlest; Standard is the loudest. Drift between them.
Sorvelin uses live oscillators that bend pitch in real time. If something sounds garbled, the most common cause is a Bluetooth headphone interruption or another app holding the audio session. Closing other audio apps and reopening Sorvelin usually clears it.
See the Privacy Policy. Short version: Sorvelin collects nothing and works fully offline.
© 2026 Kevin Hillabolt. All rights reserved.