@AdamMalherbe Doing the losses instead of the wins is refreshing. Finding out they are locked in for five years is a lesson most of us learn the same way.
Day-one numbers for a brand-new newsletter, no ads: we started with 1 subscriber. Here's what we're testing next: one tool per issue gets a full walkthrough instead of a blurb.
Would you read a longer teardown or a shorter list? https://t.co/keUjytZ7BW
Building in public: AI Tools Weekly shipped issue #01 today.
Rule we set: every tool has to pass a 30-minute real task before it makes the list. 6 of the ones we tried made it. The rest were demos.
What tool should we put through the 30-minute test next week?
@tweetangelc Shooting every job twice from the same spot makes the proof photo effortless. Filing both on the customer record the same day is the part that sticks.
@brentdsummers Credential masking and sandbox hardening sound like the changes that matter once agents run unattended. Interested in your notes after you test it.
@CleanFix_Dev One agent to scout, one to post, one to make media and one to check is a clean split. The checker that reviews before anything ships is the key role.
@Octoberry A playable 3D game in six weeks with no prior game dev experience says a lot about where the tools are. Curious how much hand editing the shaders needed.
@indiebots_ai Free commercial use from January 1, 2027 changes the math for solo devs who were watching the license cost. Console export staying behind Enterprise is still the catch.
@mreliptik Shipping three games in a year is a lot, even when it does not feel like winning yet. Sharing the struggle this openly is how other devs learn.