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VulnerabilityPublished

CVE-2026-19874: Konami Metal Gear Online 3 · Heap-based Buffer Overflow

Affects Konami Metal Gear Online 3Source CVE Database V5

0

Not known to be exploited · CVSS 9.1 Critical.

Data as of 26 Oct 2026, 13:47 UTC

CVSS 3.1 base score
9.1Critical
How severe the flaw is on the 0–10 CVSS scale.
EPSS
0.8% chance of exploitation in 30 days – higher than 57% of CVEsExploit Prediction Scoring System: the likelihood attackers will use this flaw soon.
CISA SSVC
Exploitation
No evidence of active exploitation and no public proof of concept
Automatable
Attackers cannot reliably automate steps 1–4 of the kill chain
Technical impact
Limited control over the software or limited information exposure

CISA SSVC assessment, 2026-08-24.

CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H

Exploitation evidence

  1. Disclosed: evidence found.

    CVE published 24 Aug 2026

  2. Detectable: no evidence on record.

    No public nuclei template indexed

  3. Weaponised: no evidence on record.

    No public exploit code indexed in Metasploit or Exploit-DB

  4. Exploited in the wild: no evidence on record.

    Not in CISA KEV and no source reports exploitation

  5. Observed by OffSeq Mirage: no evidence on record.

    No attack traffic recorded by OffSeq Mirage sensors

A missing step is not evidence of safety. Sources: cve.org (opens in a new tab), the Metasploit, Exploit-DB and nuclei-templates index as of 26 Oct 2026.

What to do

Affected software

ProductAffectedFixed in
KonamiMetal Gear Online 3Affected
  • =1.1.2.8
Fixed in–

Description

A heap-based buffer overflow vulnerability exists in Konami's Metal Gear Online 3, originating from improper validation of lobby data fields related to kicked players. The affected function processes a list of kicked player identifiers using the lobby data key "kick_num" to determine the number of entries, and individual kicked player IDs supplied via keys in the format "kicked_id_%i". The function does not validate that "kick_num" falls within the expected bounds. The game design limits matches to a maximum of 16 players, and the corresponding buffer for storing kicked player IDs is sized accordingly. If "kick_num" exceeds this limit, the function continues writing the provided player IDs past the end of the intended buffer and into adjacent memory regions. These adjacent regions contain Steam callback handler structures responsible for processing lobby data updates, lobby messages, and other related events. By supplying an oversized "kick_num" value and appropriate "kicked_id_%i" fields, an attacker can overwrite fields within the callback handler structures, including function pointers and callback argument values. Successful exploitation may enable control-flow hijacking, potentially allowing arbitrary code execution within the game process.

Reports on CVE-2026-19874

References

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