RetroSyncoperator's guide · § 1 · about · rev. 0.4
§ 1 · ABOUT

Retros that actually
change how teams work.

We built RetroSync because too many retros end with a wall of sticky notes and the same problem coming back next sprint. We wanted a tool that helps teams notice patterns and follow through.

Fig. 1.0 — Three principles below. Everything else is downstream.
1.1Why we built it

We were tired of retros that didn't stick.

Most retro tools are great at collecting feedback. Very few are good at making it lead to change. RetroSync is built around the gap between insight and action.

We've sat in a lot of retros over the years — as engineers, leads, and coaches. The pattern was familiar: lots of stickies, a few good conversations, an action item or two, and three sprints later the same blocker shows up under a new label.

The retros themselves weren't the problem. The tools were treating each session like an island. Trends across sprints were invisible. Action items got captured but rarely owned. The most important signal — the same theme showing up over and over — was the hardest thing to see.

RetroSync is the retro tool we wanted to use ourselves: one that surfaces recurring issues across sprints, suggests what to do next, and makes the follow-through as visible as the conversation.

  • § 1.1.aInsight beats data.A retro full of notes is worthless if no one sees the pattern. Every screen asks: what's the takeaway?
  • § 1.1.bAction over discussion. Conversations are easy. Owners, deadlines, and visible follow-through are hard. We bias toward the hard part.
  • § 1.1.cSafe to be honest. Anonymous mode, calm UI, and zero gamification. Retros only work when people tell the truth.
The teamBuilders, facilitators, coaches.
Building since v. 0.1.

We're a small team obsessed with retros. We listen hard to the teams using RetroSync — your feedback shapes the roadmap.

§ 1 — About · Free during beta

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