Nanotech makes cancer drug 20,000x stronger, without side effects

In a major step toward improving cancer treatment, researchers at Northwestern University have redesigned the molecular structure of a widely used chemotherapy drug, making it far more soluble, potent, and less toxic to the body.

The scientists built a new form of the drug using spherical nucleic acids (SNAs), a type of nanostructure that embeds the drug directly into DNA strands coating tiny spheres. This re-engineering turned a weak, poorly dissolving chemotherapy drug into a highly targeted cancer-fighting agent that spares healthy tissue.

A Dramatic Boost Against Leukemia

The new therapy was tested in animals with acute myeloid leukemia (AML), a fast-growing and hard-to-treat blood cancer. Compared with the standard chemotherapy version, the SNA-based drug entered leukemia cells 12.5 times more efficiently, destroyed them up to 20,000 times more effectively, and slowed cancer progression 59-fold — all without detectable side effects.

This success highlights the growing promise of structural nanomedicine, a field that precisely controls the composition and architecture of nanomedicines to improve how they interact with the human body. With seven SNA-based treatments already in clinical testing, researchers believe this approach could pave the way for new vaccines and therapies for cancers, infections, neurodegenerative disorders, and autoimmune diseases.

[…]

For this study, Mirkin’s team revisited 5-fluorouracil (5-Fu), a long-standing chemotherapy drug known for its limited efficiency and harsh side effects. Because it affects healthy cells as well as cancerous ones, 5-Fu can cause nausea, fatigue, and in rare cases, heart complications.

Mirkin explained that the issue lies not in the drug itself but in its poor solubility. Less than 1% dissolves in many biological fluids, meaning most of it never reaches its intended targets. When a drug cannot dissolve well, it clumps together or remains solid, preventing the body from absorbing it effectively.

“We all know that chemotherapy is often horribly toxic,” Mirkin said. “But a lot of people don’t realize it’s also often poorly soluble, so we have to find ways to transform it into water soluble forms and deliver it effectively.”

How Spherical Nucleic Acids Transform Drug Delivery

To overcome this limitation, the researchers turned to SNAs — globular nanoparticles surrounded by dense shells of DNA or RNA. Cells readily recognize these structures and pull them inside. In this case, Mirkin’s team chemically incorporated the chemotherapy molecules into the DNA strands themselves, creating a drug that cancer cells naturally absorb.

“Most cells have scavenger receptors on their surfaces,” Mirkin explained. “But myeloid cells overexpress these receptors, so there are even more of them. If they recognize a molecule, then they will pull it into the cell. Instead of having to force their way into cells, SNAs are naturally taken up by these receptors.”

Once inside, enzymes break down the DNA shell, releasing the chemotherapy payload directly into the cancer cell. This structural redesign completely changed how 5-Fu interacted with leukemia cells, dramatically increasing its effectiveness.

Precision Targeting With Minimal Harm

In mouse models, the new therapy nearly eliminated leukemia cells in the blood and spleen while significantly extending survival time. Because the SNAs selectively targeted AML cells, healthy tissues remained unharmed.

[…]

Story Source:

Materials provided by Northwestern University. Note: Content may be edited for style and length.


Journal Reference:

  1. Taokun Luo, Young Jun Kim, Zhenyu Han, Jeongmin Hwang, Sneha Kumari, Vinzenz Mayer, Alex Cushing, Roger A. Romero, Chad A. Mirkin. Chemotherapeutic Spherical Nucleic Acids. ACS Nano, 2025; DOI: 10.1021/acsnano.5c16609

Source: Nanotech makes cancer drug 20,000x stronger, without side effects | ScienceDaily

Epic and Google agree to settle their lawsuit and change Android’s fate globally

Just when we thought Epic v. Google might be over, just one Supreme Court rejection away from a complete victory for Epic, both sides have agreed to settle Tuesday evening. And if Judge James Donato, who ordered Google to crack open Android for third-party stores, agrees to the changes, it might turn Epic’s victory into a lasting global one.

Previously, Judge Donato agreed to some of Epic’s biggest demands. He issued a permanent injunction that will force Google to carry rival app stores within its own Google Play Store, and give those rival stores access to the full catalog of Google Play apps, to restore competition to the Android marketplace. The injunction also forced Google to stop requiring developers to use Google Play Billing, after a jury found the company had illegally tied its app store to its payments system.

But those changes only applied to the United States, only lasted for three years, and didn’t change how much Google would charge in app store fees.

Now, instead, Google is agreeing to reduce its standard fee to 20 percent or 9 percent, depending on the kind of transaction and when an app was first installed. It’s agreeing to create a new program in the very next version of Android where alternative app stores can register with Google and (theoretically) become first-class citizens that users can easily install. And it appears to be agreeing to offer “Registered App Stores” and lower fees around the world, not just in the US, lasting through June 2032 — six and a half years instead of just three.

[…]

The details of how, when, and where Google would charge its fees are complicated, and depend on when the app was installed. The “new service fee model would apply to new installs,” Google spokesperson Dan Jackson tells The Verge, and the proposal suggests it would only apply to apps installed after October 2025.

The details also seem to be somewhat tailored to the needs of a game developer like Epic Games. Google can charge 20 percent for an in-app purchase that provides “more than a de minimis gameplay advantage,” for example, or 9 percent if the purchase does not. And while 9 percent sounds like it’s also the cap for apps and in-app subscriptions sold through Google Play, period, the proposal notes that that amount doesn’t include Google’s cut for Play Billing if you buy it through that payment system.

That cut will be 5 percent, Jackson tells The Verge, confirming that “This new proposed model introduces a new, lower fee structure for developers in the US and separates the service fee from fees for using Google Play Billing.” (For reference, Google currently charges 15 percent for subscriptions, 15 percent of the first $1M of developer revenue each year and 30 percent after that, though it also cuts special deals with some big developers.)

If you use an alternative payment system, Google might still get a cut: “the Google Play store is free to assess service fees on transactions, including when developers elect to use alternative billing mechanisms,” the proposal reads. But it sounds like that may not happen in practice: “If the user chooses to pay through an alternative billing system, the developer pays no billing fee to Google,” Jackson tells The Verge.

According to the document, Google would theoretically even be able to get its cut when you click out to an app developer’s website and pay for the app there, as long as it happens within 24 hours.

[…]

“Starting with a version of the next major Android release through June 30, 2032, Google will modify future versions of the Android operating system so that a user can install a Registered App Store from a website by clicking on a single store install screen using neutral language. This will also grant the permission to the store to install apps,” the proposal reads.

The proposed modified injunction keeps many of Epic’s other wins in place, including ones that are already in effect today: it has to stop sharing money or perks with phonemakers, carriers, and app developers in exchange for Google Play exclusivity or preinstallation, and let developers communicate with their customers about pricing outside the Play Store.

Google and Epic say they will discuss this proposal with the judge on Thursday, November 6th.

[…]

Source: Epic and Google agree to settle their lawsuit and change Android’s fate globally | The Verge

Of course, you have no idea what Google will charge to add an appstore. Apple’s costs are in the millions of dollars.

Post-heist reports reveal the password for the Louvre’s video surveillance was ‘Louvre,’ and suddenly the dumpster-tier opsec of videogame NPCs seems a lot less absurd

The air of criminal mystique has been dispelled somewhat in the weeks following the October 18 heist that saw $102 million of crown jewels stolen from the Louvre in broad daylight. The suspects fumbled an entire crown during their escape, before trying and failing to light their mechanical lift on fire as a diversionary tactic. Arsène Lupin would be appalled.

How exactly, then, did the most renowned gallery in France find itself pillaged by a cadre of buffoons in high visibility vests? Reporting from French newspaper Libération indicates the theft is less of an anomaly than we might expect, as the Louvre has suffered from over a decade of glaring security oversights and IT vulnerabilities.

(Image credit: Cass Marshall via Bluesky)

As Rogue cofounder and former Polygon arch-jester Cass Marshall notes on Bluesky, we owe a lot of videogame designers an apology. We’ve spent years dunking on the emptyheadedness of game characters leaving their crucial security codes and vault combinations in the open for anyone to read, all while the Louvre has been using the password “Louvre” for its video surveillance servers.

That’s not an exaggeration. Confidential documents reviewed by Libération detail a long history of Louvre security vulnerabilities, dating back to a 2014 cybersecurity audit performed by the French Cybersecurity Agency (ANSSI) at the museum’s request. ANSSI experts were able to infiltrate the Louvre’s security network to manipulate video surveillance and modify badge access.

“How did the experts manage to infiltrate the network? Primarily due to the weakness of certain passwords which the French National Cybersecurity Agency (ANSSI) politely describes as ‘trivial,'” writes Libération’s Brice Le Borgne via machine translation. “Type ‘LOUVRE’ to access a server managing the museum’s video surveillance, or ‘THALES’ to access one of the software programs published by… Thales.”

(Image credit: Starbreeze)

The museum sought another audit from France’s National Institute for Advanced Studies in Security and Justice in 2015. Concluded two years later, the audit’s 40 pages of recommendations described “serious shortcomings,” “poorly managed” visitor flow, rooftops that are easily accessible during construction work, and outdated and malfunctioning security systems.

Later documents indicate that, in 2025, the Louvre was still using security software purchased in 2003 that is no longer supported by its developer, running on hardware using Windows Server 2003.

When the safeguards for France’s crown jewels are two decades out of date, maybe we could all afford to go a little easier on the absurdity of hacking minigames, password post-it notes and extremely stealable keycards. Heists, it seems, aren’t actually all that hard.

Source: Post-heist reports reveal the password for the Louvre’s video surveillance was ‘Louvre,’ and suddenly the dumpster-tier opsec of videogame NPCs seems a lot less absurd | PC Gamer

Hacking Buttons Back Into The Car Stereo

To our younger readers, a car without an all-touchscreen “infotainment” system may look clunky and dated, but really, you kids don’t know what they’re missing. Buttons, knobs, and switches all offer a level of satisfying tactility and feedback that touchscreens totally lack. [Garage Builds] on YouTube agrees; he also doesn’t like the way his aftermarket Kenwood head unit looks in his 2004-vintage Nissan. That’s why he decided to take matters into his own hands, and hack the buttons back on.

Rather than source a vintage stereo head unit, or try and DIY one from scratch, [Garage Builds] has actually hidden the modern touchscreen unit behind a button panel. That button panel is actually salvaged from the stock stereo, so the looks fit the car. The stereo’s LCD gets replaced with a modern color unit, but otherwise it looks pretty stock at the end.

Adding buttons to the Kenwood is all possible thanks to steering-wheel controls. In order to make use of those, the touchscreen head unit came with a little black box that translated the button press into some kind of one-wire protocol that turned out to be an inverted and carrier-less version of the NEC protocol used in IR TV remotes. (That bit of detective work comes from [michaelb], who figured all this out for his Ford years ago, but [Garage Builds] is also sharing his code on GitHub.)

Having the protocol, it simply becomes a matter of grabbing a microcontroller to scan the stock buttons and output the necessary codes to the Kenwood head unit. Of course now he has extra buttons, since the digital head unit has no tape or CD changer to control, nor AM/FM radio to tune. Those get repurposed for the interior and exterior RGB lighting [Garage Builds] has ̶i̶n̶f̶l̶i̶c̶t̶e̶d̶  mounted on this ̶p̶o̶o̶r̶ lovely car. (There’s no accounting for taste. Some of us love the look and some hate it, but he’s certainly captured an aesthetic, and now has easy control of it to boot.) [Garage Builds] has got custom digital gauges to put into the dash of his Nissan, and some of the extra buttons have been adapted to control those, too.

The whole car is actually a rolling hack as you can see from the back catalog of the [Garage Builds] YouTube channel, which might be worth a look if you’re in the intersection of the “electronics enthusiast” and “gearhead” Venn Diagram.

There’s no accounting for taste, but we absolutely agree with him that making everything black rectangles is the death of industrial design.

This isn’t the first time we’ve seen retro radios hacked together with micro-controllers; take a look at this one from a 1970s Toyota. Now that’s vintage!

Source: Hacking Buttons Back Into The Car Stereo | Hackaday

Billy B-Assistant AI Fish

The Billy Bass Assistant is a Raspberry Pi–powered voice assistant embedded inside a Big Mouth Billy Bass Animatronic. It streams conversation using the OpenAI Realtime API, turns its head, flaps it’s tail and moves his mouth based on what he is saying.

This project is still in BETA. Things might crash, get stuck or make Billy scream uncontrollably (ok that last part maybe not literally but you get the point). Proceed with fishy caution.

Billy Bathroom
Billy UI
Billy UI Mobile

Features

  • Realtime conversations using OpenAI Realtime API
  • Personality system with configurable traits (e.g., snark, charm)
  • Physical button to start/interact/intervene
  • 3D-printable backplate for housing USB microphone and speaker
  • Support for the Modern Billy hardware version with 2 motors as well as the Classic Billy hardware version (3 motors)
  • Lightweight web UI:
    • Adjust settings and persona of Billy
    • View debug logs
    • Start/stop/restart Billy
    • Export/Import of settings and persona
    • Hostname and Port configuration
  • MQTT support:
    • sensor with status updates of Billy (idle, speaking, listening)
    • billy/say topic for triggering spoken messages remotely
    • Raspberry Pi Safe Shutdown command
  • Home Assistant command passthrough using the Conversation API
  • Custom Song Singing and animation mode

Source: billy-b-assistant (Github)

72% of game developers say Steam is effectively a PC gaming monopoly

Steam’s longstanding dominance in the PC gaming market often raises questions about how close it is to exercising monopoly power. Although the storefront does not meet the technical definition of a monopoly, many developers are concerned about their reliance on Valve’s platform.

In a survey of over 300 executives from large US and UK game companies, 72% either slightly or strongly agreed that Steam constitutes a monopoly over PC games. Furthermore, 88% said that at least three-quarters of their revenue came from Steam, while 37% reported that the platform accounted for 90% of their total revenue.

Steam is by far the largest PC game distribution service, having recently exceeded 41 million concurrent users. Many customers are so adamant about only purchasing games through Steam that the industry’s largest publishers, including EA, Ubisoft, and even Microsoft, have tried – and failed – to withhold their titles from the service.

Still, Steam does not technically control the entire market. The Epic Games Store and the Windows Store are attempting to compete using free game giveaways, Microsoft’s Game Pass subscription service, and lower sales commissions, but they remain far less popular than Steam. Meanwhile, alternative storefronts such as GOG and itch.io have carved out a niche by focusing on indie and retro titles. Moreover, some of the most popular PC games, such as Fortnite, Minecraft, League of Legends, and World of Warcraft, are not available on Steam.

Despite these caveats, Steam has previously drawn accusations of using its dominant market position to control pricing – a key sign of monopoly power. Last year, a class-action lawsuit started by Wolfire Games decried the store’s standard 30 percent revenue cut and alleged that Steam discouraged companies from lowering prices on stores that took smaller sales commissions.

Atomik Research conducted the recent survey on behalf of Rokky, a company that helps game publishers minimize the impact of grey market key resellers on prices. In addition to opinions on Steam, developers also answered questions about the PC market’s biggest challenges.

The increasing popularity of free-to-play games such as Fortnite, DOTA 2, Counter-Strike 2, Call of Duty: Warzone, and Roblox topped the list of concerns for 40% of respondents. Approximately a third mentioned market saturation and discoverability, echoing data that suggests there aren’t enough players for the thousands of new titles released on Steam each year. A similar portion of survey respondents also expressed concerns regarding subscription services.

Source: 72% of game developers say Steam is effectively a PC gaming monopoly | TechSpot

A monopoly is still a monopoly if there are other players in the market, especially if they are so much smaller. However should there be only a small amount of equal players in the market, the dangers are the same, due to risks of collusion and price fixing as well as only having one other competitor to watch.