Metal Gear Online 3: Heap-based Buffer Overflow
CVE-2026-19874 is a critical-severity heap-based buffer overflow vulnerability in Metal Gear Online 3 from Konami, with a CVSS 3.1 base score of 9.1 out of 10. It can be exploited remotely over the network by an unauthenticated attacker, without any action from a user. Affected Metal Gear Online 3 versions: 1.1.2.8. The record does not name a fixed version, so check the vendor advisory. There is no confirmed exploitation so far. EPSS estimates a 0.83% chance of exploitation within 30 days, higher than 58% of scored CVEs.
Critical severity: a successful attack would have severe impact.
What to do
- Check which version of Metal Gear Online 3 you run against the affected versions below, and install the vendor's latest release.
- Until you can update, restrict network access to the affected service so it is not reachable from untrusted networks.
Affected products and versions
| Vendor | Product | Affected versions | Fixed in |
|---|---|---|---|
| Konami | Metal Gear Online 3 | 1.1.2.8 | Not stated |
Version data comes from the organisation that assigned the CVE. Confirm against the vendor advisory before deciding you are unaffected.
How the severity score breaks down
- Attack vector
- NetworkCan be exploited remotely over a network, including the internet.
- Attack complexity
- LowNo special conditions are needed; the attack works reliably.
- Privileges required
- NoneNo account or login is needed.
- User interaction
- NoneNo action by a victim is required.
- Scope
- UnchangedImpact stays within the vulnerable component.
- Confidentiality
- NoneNo data is disclosed.
- Integrity
- HighData or code can be modified at will.
- Availability
- HighThe component can be taken down completely.
Vector: CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H. Scored by CISA (ADP).
Official 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.
Source: the CVE record as published by its numbering authority, via NVD and CVE.org.
The underlying weakness: Heap-based Buffer Overflow
The product writes past the end of a buffer that was allocated on the heap.
How developers prevent this class of flaw
- Pre-design: Use a language or compiler that performs automatic bounds checking.
- Use an abstraction library to abstract away risky APIs. Not a complete solution.
- Use automatic buffer overflow detection mechanisms that are offered by certain compilers or compiler extensions. Examples include: the Microsoft Visual Studio /GS flag, Fedora/Red Hat FORTIFY_SOURCE GCC flag, StackGuard, and ProPolice, which provide various mechanisms including canary-based detection and range/index checking. D3-SFCV (Stack Frame Canary Validation) from D3FEND discusses canary-based detection in detail.
Timeline
- CVE record published.
- CISA published its SSVC assessment (exploitation: none, automatable: no, technical impact: partial).
- Record last changed materially (score, affected products, status or references).
References
Other references
Recent Heap-based Buffer Overflow vulnerabilities
- 7.4 High severity
- 8.8 High severity
- 7.3 High severity
- 8.8 High severity
- 8.4 High severity
- 7.8 High severity
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