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Anthropic Shipped @Claude For Slack. My Team Runs On

Anthropic Shipped @claude for Slack. My Team Runs on Telegram. Anthropic just shipped @Claude inside Slack channels. Tag the bot, it reads the thread, does work async, posts back. Nice product. Except roughly 95% of small businesses don't live in Slack — they run on WhatsApp, Telegram, and Gmail. If you're a solopreneur or a 1-to-10-person team, here's the exact four-part recipe I use to run the same pattern in Telegram for under $12/month. What Anthropic actually shipped (and who it's for) Anthropic shipped an enterprise distribution deal wearing a product launch t-shirt. @Claude for Slack lets you tag the bot in a channel or thread, gives it channel memory, connects to your other apps, and returns work asynchronously — but only on Slack Team and Enterprise plans. That's the punchline: it lives where the annual contracts live. Look at the raw user counts. Slack's own reporting puts it around 35–40 million weekly active users globally. WhatsApp is over 2 billion. Telegram is over 900 million. Gmail sits around 1.8 billion. In the 1-to-10-employee segment outside US tech, Slack penetration is single digits. Small teams in Europe, LATAM, and most of Asia coordinate in WhatsApp groups and run pipeline out of Gmail. They are not about to add Slack seats at $15/user/month just to get an @Claude mention. That's a rational call for Anthropic — Slack is where the enterprise procurement motion already exists. It's just not a product for the operator segment. And the pattern they productized is trivially replicable on any messenger with a bot API. Platform Weekly/monthly active users Bot API Cost to run a mention-bot Slack ~35–40M WAU Yes, paid plan $15/user/mo + API Telegram ~900M MAU Yes, free ~$5–12/mo API only WhatsApp Business ~2B MAU Yes, metered $0.005–0.08/conversation + API Gmail ~1.8B MAU Pub/Sub push Free tier + API The four-part recipe (works in any messenger) Every mention-bot is the same four moving parts: a webhook that fires on mention, a context store that ho

2026-07-09 原文 →
开发者

Can Partiful keep the party going?

One hundred dollars will buy you 8 pounds of glitter; 10 Domino's pizzas; 406 miniature disco balls from Temu; or 100 cans of Coors Light. For a friend's birthday party one year, Ayla D'Silva spent $100 on sour candy and made a "sour candy salad." Even sweeter was that she didn't have to foot the […]

2026-07-06 原文 →
AI 资讯

💿 The Death of the Disc: Why Sony's 2028 Digital Monopolisation Was Inevitable

Sony shared an announcement with the console market: physical disc production for all PlayStation games will completely stop in January 2028. You can read the official announcement on the PlayStation Blog . From a pure engineering perspective, modern internet infrastructure has rendered physical distribution redundant. We no longer need plastic circles to transport megabytes. The gamer community response isn't about data transfer speeds. It is over true digital ownership, consumer rights, and software preservation. In this article, we break down the details, look at the history leading to this moment and explore why console makers would pursue this direction. 🔍 The Announcement Break Down The 2028 Deadline: The mandate strictly applies to new games launching after January 1, 2028. Legacy Back Catalog: Discs pressed before this date will still function (assuming future hardware maintains optical drive compatibility). "Code-in-a-Box" Retail: Stores will still sell physical cases on shelves, but they will contain a paper download voucher instead of a disc. I am no sustanability poster boy, seems wasteful to preserve retail shelf presence. 🛑 The Illusion of Ownership: "Buying" vs. "Renting" When you hit "Buy" on a digital storefront, you aren't purchasing a game. You are purchasing a conditional license to stream or download it—a long-term rental agreement that can be unilaterally altered or revoked. No Secondary Market: Players completely lose the ability to resell, trade, or lend games to friends. Monopoly Pricing: Eliminating discs removes competitive pricing from retailers like GameStop, JB Hi-Fi, or Amazon, leaving users locked to a single proprietary storefront. Delisting Vulnerability: If a publisher loses IP rights, the software vanishes instantly. 🎮 Case Study: My Close Call with Digital Erasure Look no further than Star Trek: Resurgence for proof of how fragile digital stores are. In April 2026, the publishers suddenly lost their IP distribution rights. Within

2026-07-04 原文 →
AI 资讯

Cloudflare Details Unified Data Platform Where Billing Workloads Account for 53% of Queries

Cloudflare details Town Lake, an internal unified data platform, and Skipper, an AI analytics agent unifying access to operational, billing, security, and business data. The platform processed ~91K billing queries, with billing forming majority usage. Built on a lakehouse architecture using Trino, Iceberg, R2, and DataHub, it enables governed cross-system analytics and natural language access. By Leela Kumili

2026-07-03 原文 →