Every Hearso player picks one of twelve developer types. Each has a totem, a signature and three skills. Find yours, or meet your squadmates’.
Card 1 of 12
The Assassin
Done before anyone noticed it started.
SignatureSilent shipLands finished work without a fanfare.
Skills
Fast on the buzzerSure of the answer in seconds.
Short loopsSmall changes, shipped often.
Clean exitLeaves no loose ends behind.
In a game
Answers in the first two seconds, then sits back.
Best squadmate
The Telepath, knows what to build before the Assassin starts.
Card 2 of 12
The Telepath
Hears the requirement nobody wrote down.
SignatureBetween the linesTurns a hunch into the real requirement.
Skills
Reads the roomNotices who went quiet, and why.
The second questionAsks the one that matters.
Long memoryRemembers who said what, and when.
In a game
Guesses what the question writer meant, not what they wrote.
Best squadmate
The Assassin, turns the hunch into something shipped.
Card 3 of 12
The Tank
Takes the meetings so the squad can build.
SignatureMeeting shieldTakes the call so the squad keeps building.
Skills
Holds the lineSteady when plans wobble.
Absorbs the noiseKeeps distractions off the squad.
A kind noSays no, and nobody minds.
In a game
Never rattled by a hard round. Steady points every game.
Best squadmate
The Ghost, gets the quiet hours the Tank protects.
Card 4 of 12
The Hunter
Sees a bug, ends a bug. Same afternoon.
SignatureSame-day fixFinds the bug and ends it before dinner.
Skills
Spots the odd oneSees what doesn't fit.
Root causeFixes the reason, not the symptom.
Leaves a testSo the bug never comes back.
In a game
Catches the trick in a trick question.
Best squadmate
The Mechanic, builds the tools that make the hunt faster.
Card 5 of 12
The Wizard
Hard problems, easy hands.
SignatureEasy handsMakes the hardest problem look simple.
Skills
Untangles anythingNo knot is too tight.
Reads the sourceGoes where the answer lives.
The simple answerFinds the short way through.
In a game
Saves the round with the answer nobody else knew.
Best squadmate
The Healer, keeps the clever parts readable.
Card 6 of 12
The Ranger
Always scouting a better tool.
SignatureScout reportComes back with a better tool, and a demo.
Skills
Tries it firstRuns the experiment for everyone.
Weighs it fairlyHype in, honest verdict out.
Brings back a demoShows first, then tells.
In a game
Strongest when the topic is something that came out this year.
Best squadmate
The Sage, decides which finds should stay.
Card 7 of 12
The Healer
Rewrites the file everyone else avoids.
SignatureGentle rewriteRewrites the scary file, and it still works.
Skills
Calm in old codeUnafraid of what came before.
Small safe stepsOne careful change at a time.
Leaves it kinderThe next person says thanks.
In a game
Comes back from a bad first round.
Best squadmate
The Wizard, clever code and readable code, together.
Card 8 of 12
The Mechanic
Builds the tools that make the squad faster.
SignatureSquad multiplierBuilds the tool that gives everyone an hour back.
Skills
Automates the choreDone twice means scripted.
Shares the scriptTheir tools are everyone's.
Counts the minutesKnows what each tool saved.
In a game
Learns the rules of a new game faster than anyone.
Best squadmate
The Hunter, finds the problems the tools should catch.
Card 9 of 12
The Ghost
Vanishes. Returns with it finished.
SignatureDeep diveGoes quiet, comes back with it done.
Skills
Deep focusHours of it, on purpose.
Few check-insTrusts the plan, skips the pings.
Done means doneTested, shipped and written up.
In a game
Quiet in the lobby, top three at the end.
Best squadmate
The Tank, keeps the meetings away.
Card 10 of 12
The Shapeshifter
Whatever the squad needs today, that.
SignatureAny roleBecomes whatever the squad needs today.
Skills
Fills the gapFinds the missing piece, becomes it.
Learns fastA new stack by Friday.
No egoAny role, same smile.
In a game
Scores well on every topic in the pool.
Best squadmate
The Rogue, the Shapeshifter turns the Rogue's demo into a product.
Card 11 of 12
The Sage
Knows how the system should be built.
SignatureThe whole mapSees how every part should fit together.
Skills
Plans for laterBuilds for next year too.
Teaches by askingThe right question, not the answer.
Sees the patternConnects what others keep apart.
In a game
History and science rounds are theirs.
Best squadmate
The Ranger, brings back the new ideas worth weighing.
Card 12 of 12
The Rogue
Ignores the spec. Ships something better.
SignatureBetter than askedSkips the spec, ships something better.
Skills
Bold first draftStarts before it's perfect.
A great demoMakes the room lean in.
Finds the shortcutThere is always a faster way.
In a game
Picks the surprising answer, and is right more often than you'd think.
Best squadmate
The Shapeshifter, turns the demo into the product.
01 / 12
Type names from Neil on Software’s “12 Types of Underappreciated Software Developer”. The drawings and words are Hearso’s own.
Free, and not in the trial sense
Free for every squad. No card, no seat count.
Set your squad's time, share one link, and the next round is waiting at the hour you chose. If nobody plays it twice, you have lost one round and learned something.
Waking up your squad.Fetching today's round.Tuning the board.
Never goes backwards. Never lies about being done. Under a second on a good day.
ASSETS · STATE · HANDSHAKE
Help improve Hearso
With your permission, we measure how you use Hearso (pages, buttons, your display name, your squad's name and your games) and record sessions and click heatmaps of how pages are used. We never send your first name, last name, email, phone number or passwords to analytics, and recordings hide them. You can change this in Settings after signing in. Hearso also keeps anonymous totals of rounds, players, and live rooms without this permission; see the player guide.