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.
BlackTreeCVE IntelligenceKonami · Metal Gear Online 3
Critical technical impact with a remotely reachable, unauthenticated path; no CISA KEV confirmation is currently recorded.
Critical technical impact with a remotely reachable, unauthenticated path; no CISA KEV confirmation is currently recorded.
Fix not verifiedA 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.
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.
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().
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.
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.
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().
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.
CVSS severity, EPSS forecast probability, public exploit material and CISA-confirmed exploitation are separate signals.
No CISA KEV match was present at the last successful refresh. This means no confirmation from that source, not proof of no exploitation.
No exploit-tagged reference or CISA SSVC proof-of-concept state is currently recorded. Research may still exist outside the structured feeds.
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:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:HCommon Vulnerability Scoring System 3.1: the compact vector below is decoded into plain language.
Operational remediation based on structured source evidence.
Published 24 Aug 2026 · Last source change 24 Aug 2026, 20:04 UTC · CWE-122 · Heap-based Buffer Overflow
Core structured fields are present and their contributing authorities are shown above.