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Full vulnerability report · 2026
CVE-2026-19874High confidence

Konami's Metal Gear Online 3 contains a heap-based buffer overflow

Konami · Metal Gear Online 3

9.1CriticalCVSS 3.1
Recommended action
Within 72 hours

Critical technical impact with a remotely reachable, unauthenticated path; no CISA KEV confirmation is currently recorded.

Fix not verified
R
Operational reassessment

Published severity in operational context

Open reassessment dashboard →
Published severityCriticalOperational priority:Critical, unchanged from published severity.unchanged

Evidence used

  • No CISA KEV confirmation is currently recorded.
  • The selected CVSS metric records a network-reachable, unauthenticated path with no user interaction.
  • EPSS is 0.92% for the current model date.

Compensating controls

  • Restrict the affected network interface to trusted sources where business-safe.
  • Monitor vendor guidance and exploitation sources for a material change.

Verification

  1. Confirm that the asset runs Konami Metal Gear Online 3 and falls inside the recorded affected range.
  2. Recheck the vendor advisory before scheduling a change because no verified fixed version is currently retained.
  3. Validate exposure, authentication requirements and compensating controls in the actual environment.
  4. Reopen this reassessment when CVSS, KEV, EPSS, exploit evidence or remediation changes.
Mitigation target: Within 3 daysRemediation target: Within 90 days

This automated reassessment organises public evidence. It does not know asset exposure, business impact or control effectiveness and does not replace CVSS or a human risk decision.

Optional official sources

National CERT insights
?CERT means Computer Emergency Response Team; CSIRT is the closely related term Computer Security Incident Response Team.

Choose official national sources for this report. Each advisory shows its original language. Your selection is remembered on this device and included in shared links.

Official European source

ENISA European Vulnerability Database

Official EUVD identifiers, advisory evidence and known-exploited context. Missing fields are not treated as evidence of low risk.

1 current
ENISA EUVD identifier

EUVD-2026-64916

No EUVD known-exploited evidence

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.

EUVD state
Present in the current official mapping
Known exploitation
Not present in the current ENISA EUVD known-exploited dataset. This is not proof of no exploitation.
ENISA score
9.1 · CVSS 3.1
Advisory evidence
No linked advisory details stored yet
Recommended actionWithin 72 hours

Critical technical impact with a remotely reachable, unauthenticated path; no CISA KEV confirmation is currently recorded.

Fix not verified
01

What, why and how

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.

What

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.

Why

A heap overflow condition is a buffer overflow, where the buffer that can be overwritten is allocated in the heap portion of memory, generally meaning that the buffer was allocated using a routine such as malloc().

How

An attacker operating through a network path may attempt exploitation without authentication or user interaction. If successful, the issue may execute code or commands in the affected security context.

What

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.

Why

A heap overflow condition is a buffer overflow, where the buffer that can be overwritten is allocated in the heap portion of memory, generally meaning that the buffer was allocated using a routine such as malloc().

How

An attacker operating through a network path may attempt exploitation without authentication or user interaction. If successful, the issue may execute code or commands in the affected security context.

02

Exploit reality and attack path

CVSS severity, EPSS forecast probability, public exploit material and CISA-confirmed exploitation are separate signals.

Observed exploitation
?Confirmed exploitation and public exploit material are separate signals. Attacks can occur without public proof-of-concept or exploit code.
No confirmed evidence

No CISA KEV match was present at the last successful refresh. This means no confirmation from that source, not proof of no exploitation.

Public PoC / exploit material
?Confirmed exploitation and public exploit material are separate signals. Attacks can occur without public proof-of-concept or exploit code.
None recorded

No exploit-tagged reference or CISA SSVC proof-of-concept state is currently recorded. Research may still exist outside the structured feeds.

Likely attack path
a network path → Heap-based Buffer Overflow → execute code or commands in the affected security context
Attack surface
Network
Privileges required
None: unauthenticated exploitation is possible
User interaction
None
Attack complexity
Low: no specialised conditions are recorded
Security boundary
Unchanged: impact remains within the vulnerable component's security authority
Weakness
?CWE means Common Weakness Enumeration: a standard category for the underlying weakness.
CWE-122 ↗

CWE-122: Heap-based Buffer Overflow. A heap overflow condition is a buffer overflow, where the buffer that can be overwritten is allocated in the heap portion of memory, generally meaning that the buffer was allocated using a routine such as malloc().

CVSS vector
?CVSS means Common Vulnerability Scoring System. The vector records the metric values used to calculate technical severity.
CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H

Common Vulnerability Scoring System 3.1: the compact vector below is decoded into plain language.

AVNetworkAttack vector: The vulnerable component can be reached over a network.ACLowAttack complexity: No specialised conditions are required beyond attacker-controlled input.PRNonePrivileges required: The attacker does not need an account or existing privileges.UINoneUser interaction: No action by another user is required.SUnchangedScope: The security impact remains within the vulnerable component's authority.CNoneConfidentiality impact: No direct loss is represented by this metric.IHighIntegrity impact: A successful attack can cause a major loss.AHighAvailability impact: A successful attack can cause a major loss.
Post-exploitation / living off the land
After compromise, an attacker may use built-in shells, scripting engines, scheduled tasks and native network utilities for discovery, persistence or movement. This is a plausible LoTL path, not evidence that it has occurred for every attack.
NetworkUnauthenticatedRemote code executionCWE-122
A

Official authority intelligence

Only matched European and national findings are included. Language selectors and unavailable sources are omitted.

ENISA EUVD · EUVD-2026-64916Official EUVD mapping

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.

Official EUVD record ↗
Cyber Security Agency of Singapore · English · CSA-SB-20260826Security Bulletin 26 Aug 2026

The Cyber Security Agency of Singapore included this CVE in its official Security Bulletin 26 Aug 2026, published on 26 August 2026. Open the linked bulletin for the product, severity and reference information published in that issue.

Official advisory ↗
03

Patch and workaround

Operational remediation based on structured source evidence.

Status
?Patch availability is based on structured fixed-version fields and authoritative update references. If no fix is verified, check the vendor advisory before making a change.
Fix not verified
Affected
Metal Gear Online 3: 1.1.2.8
Fixed
No fixed version is explicitly recorded in the structured CVE data.
Action
No verified patch reference is present in the current structured sources. Check the vendor advisory before making a change.
Workaround
No verified workaround is recorded. If business-safe, reduce exposure to the affected interface and allow only trusted sources until authoritative guidance is available.
04

Evidence and provenance

Published 24 Aug 2026 · Last source change 24 Aug 2026, 20:04 UTC · CWE-122 · Heap-based Buffer Overflow

CVE recordCVE.org · 5.2
CVSS sourceCISA ADP
EPSS source
?The date BlackTree first stored a score for this CVE from the daily FIRST EPSS feed.
FIRST · tracked since 2026-08-25
European sourceENISA EUVD · EUVD-2026-64916
Product sourceCNA
Remediation sourceCVE/CNA references
CWE sourceCNA
NVD statusNVD not scheduled

Core structured fields are present and their contributing authorities are shown above.

Material change intelligence

What changed after publication

View recent updates ↗
  1. ENISA EUVD mappingEUVD-2026-64916 was added to the official ENISA EUVD mapping for this CVE.
    Before
    not recorded
    After
    {"euvdId":"EUVD-2026-64916"}
    ENISA EUVD ↗
  2. SeveritySeverity changed from Unknown to Critical.
    Before
    Unknown
    After
    Critical
    CISA ADP ↗
  3. CVSS scoreCVSS score changed from not recorded to 9.1 (CVSS 3.1 · CISA ADP · CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H).
    Before
    not recorded
    After
    9.1 (CVSS 3.1 · CISA ADP · CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H)
    CISA ADP ↗
  4. Catalogue recordCVE added to the BlackTree catalogue.
    CNA ↗
Material fields only · duplicate refreshes suppressed · history retained for the configured operational retention period
Technical terms and abbreviations used in this report
CVE
Common Vulnerabilities and Exposures: the public identifier for one disclosed vulnerability.
CVSS
Common Vulnerability Scoring System: a technical severity framework; it is not patching priority by itself.
EPSS
Exploit Prediction Scoring System: FIRST's estimate of the probability that exploitation activity will be observed in the next 30 days; it is a forecast, not confirmation.
CWE
Common Weakness Enumeration: the standard category describing the underlying software or hardware weakness.
CNA
CVE Numbering Authority: an organisation authorised to assign and publish CVE records.
CISA ADP
Cybersecurity and Infrastructure Security Agency Authorized Data Publisher: structured enrichment added to a CVE record.
NVD
National Vulnerability Database: NIST's enrichment service for CVE records.
CERT / CSIRT
A computer security incident response team that publishes warnings or coordinates incident response.
PoC
Proof of concept: public material that demonstrates or helps reproduce exploitation.
CSAF
Common Security Advisory Framework: a machine-readable format for security advisories.
LoTL
Living off the land: abuse of legitimate tools or system functions during an attack.
Free version - for non-commercial use only.CVE-2026-19874 · cve.blacktree.nl