CVE-2026-19874
Konami's Metal Gear Online 3 contains a heap-based buffer overflow
- Published
- Aug 24, 2026
- Updated
- Aug 24, 2026
- Assigning CNA
- certcc
- Evidence observed
- Aug 25, 2026
Primary CVSS
nvd · CVSS 3.1
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:HLow · next 30 days
- Percentile
- 59.7%
- Model date
- Oct 17, 2026
EPSS is a statistical estimate, not a certainty or a measure of impact. Combine it with CVSS, KEV status, exposure and your environment.
Summary
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.
Sources
- mgo3-rcePoC
Proof-of-concept remote code execution exploit for CVE-2026-19874 in Metal Gear Online 3, with documentation and video demo for academic research.
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