Product and engineering are worth almost nothing
Product and engineering, on their own, are worth close to zero. Not zero. Close to zero. And getting closer every year. I say this after more than a decade writing code and shipping products, not despite it.
That used to sound crazy. It doesn't anymore.
Building stopped being the bottleneck
Ten years ago, a working product was a moat. Most people couldn't build it, or it took a team and a year, so if you had something that worked, you had a lead that was hard to close. That gap is gone. AI coding assistants, mature frameworks, one-click infra, all of it has collapsed the distance between an idea and a working version of it. Things I used to scope in weeks now take an afternoon, and not because I got faster. The tools did.
When everyone can build the thing, the thing stops being the advantage.
What's actually scarce
If building isn't scarce, attention is. There are more good products than there are eyes to find them, and that ratio only worsens as building gets cheaper. The constraint moved from "can we make this" to "will anyone ever see this." Distribution, an existing audience, a channel that compounds, a wedge into someone else's users, a founder who already has a following, a sales motion that gets you into rooms competitors can't, is the scarce resource now. AI hasn't touched it, because it was never a technical problem. It's a trust problem, built slowly, with people, over years. There's no model for that yet, and maybe there never will be.
I've watched worse products win because they had it, and better products die in silence because they didn't. That's not a market failure. It's what happens when the supply of "good enough" is infinite and the supply of attention isn't.
The Bending Spoons tell
Look at Bending Spoons, the Italian company that recently listed on the Nasdaq. Their acquisition playbook is public and it's blunt: buy a company for its users, not its product, and often not its people. They've bought apps with millions of installs, kept the install base, and rebuilt the product underneath it with their own team. The team that built the thing they just bought is frequently the first thing to go.
Read that twice. They pay real money for distribution alone, and treat the product and the people who made it as the disposable part.
That's not cynicism. It's an accurate read of where the value sits. In a world where anyone can rebuild the product, the only thing you can't rebuild by Tuesday is an audience that already opened the app today. Attention isn't a metric that helps the business anymore. It is the business, and increasingly it looks like the only real economic asset left worth buying, selling, or defending.
The other trap: shipping because you can
There's a second-order effect to all this, and it cuts the other way. When building is nearly free, the temptation isn't just to build once and move to distribution. It's to keep building, forever, because every new feature costs almost nothing to ship. That temptation is a trap, and it's a worse one than doing too little.
The old rule never stopped being true: less is more. If anything, it's truer now than it's ever been. Every feature you add after the core one has thinner marginal utility than the last, and past some point that delta goes negative. Not neutral. Negative. A feature nobody needed doesn't just fail to help, it adds a decision, a menu item, a place for the user to hesitate, a new way for the thing that used to be obvious to become slightly less obvious. Confusion is a cost, and it compounds exactly like distribution does, just in the wrong direction.
Cheap building was supposed to free you to focus. For most teams it's done the opposite: it's removed the one constraint (cost) that used to force discipline, and discipline turns out to have been the real product decision all along.
The exceptions are real, and rare
There are real exceptions: genuine technical moats in frontier model training, novel hardware, or infrastructure that takes years and enormous capital to replicate. If you're doing something a thousand engineers with AI tools still can't reproduce in six months, product and engineering excellence still buys real, defensible advantage.
But that's a sliver of the market. Most of us aren't training foundation models. Most of us are building an app, a tool, a workflow, something a competent team with decent AI assistance could rebuild in a few months once they knew it worked. For that entire category, and it's most of software, distribution isn't part of the game. It is the game.
What I'm doing about it
This changes where I spend my time, and just as much what I say no to. Less time polishing a feature nobody asked for, more time figuring out who this is for and how they'll hear about it, before I write a line of code. Fewer features, not more, because each one I don't ship protects the ones that already earned their place.
Build fast, because you can and so can everyone else. Ship less than you're capable of, on purpose. Then spend everything you saved on the one thing that still takes real work: getting in front of people, and staying there.