Stop staring
at your screen.

Your fingers need something to do.

Touch. Sound. Haptics. One grid.

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iOS 17+ · Free

Soundfidget app

What is Soundfidget

A fidget toy.
On your phone.

Thousands of metallic dots fill your screen. Touch them and they react — physically, audibly, haptically. Every gesture creates a unique sensory response.

No score. No goal. Just an endlessly satisfying thing to play with.

Touch-driven physics

Dots react to your finger with spring-damped motion.

Real-time audio synthesis

Sound generated per-sample. No loops, no recordings.

Haptic feedback

Feel every dot crossing. Speed changes intensity.

Three ways to touch.
Each one different.

1Push — dots scatter away from your finger.

2Pull — dots gravitate toward your touch.

3Wave — concentric ripples radiate outward.

Switch modes in one tap. Each one changes the physics, the sound response, and the way it feels.

Four sound presets.

~Calm — soft sine + warm triangle pad.

::Rain — filtered white noise that swells on touch.

*Crystal — bell-like harmonics with detuned partials.

_Deep — sub-bass drone with saturated warmth.

All procedurally generated. No samples. Pure synthesis with reverb.

Built to feel good.

Every detail tuned for a satisfying sensory experience.

Metal powered

GPU compute shaders. Vertex, fragment, and physics — all on the GPU at 120 FPS.

Haptic engine

CoreHaptics transient + continuous. Intensity adapts to your finger speed.

44.1 kHz audio

AVAudioSourceNode per-sample synthesis. Four engines with reverb.

3 visual styles

Brushed steel, dark minimal, or reactive glow. Phong + Fresnel shading.

Under the
hood.

No game engine. No SpriteKit. No third-party dependencies. Built from scratch with Apple Metal and pure Swift.

Stack

Rendering → Metal instanced draw calls

Physics → GPU compute kernel

Audio → AVAudioEngine + SourceNode

Haptics → CoreHaptics advanced player

Instanced rendering

All dots drawn in a single draw call. Each dot is a textured quad with per-pixel hemisphere normals, Phong diffuse, and specular highlights.

Compute physics

Each dot is a thread in a compute kernel. Spring restoration, velocity damping, and touch forces run in parallel on the GPU every frame.

Per-sample synthesis

AVAudioSourceNode generates every sample at 44.1 kHz. Four synthesis engines — sine, noise, harmonics, sub-bass — with factory reverb.

Haptic grid

Transient taps fire as you cross grid cell boundaries. A continuous haptic underneath adapts intensity to finger velocity via dynamic parameters.

Fragment shader lighting

Each dot is shaded per-pixel as a 3D hemisphere. The light source follows your touch position. Three styles — brushed steel (specular + Fresnel rim), dark minimal (subdued diffuse), and glow (displacement-reactive cyan emission).

Three looks. One grid.

Brushed Steel

Phong shading with specular highlights and Fresnel rim. Metallic and tactile. The default.

Dark Minimal

Subdued diffuse and specular. Dots almost vanish into the background. Calm and understated.

Glow

Dots light up cyan based on displacement. Push harder, glow brighter. Reactive and alive.

Stop staring
at your screen.

App Store · Coming Soon

iOS 17+ · Free