SEPTEMBER 17, 2026
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Case File

CVE-2026-19874

CRITICAL · CVSS 9.1 EPSS 0.73% Public Exploit

Source: NVD + CISA KEV + EPSS · Published 2026-08-24 · Last synced 2026-09-17

CyberRota Analysis

AI-Generated

A heap-based buffer overflow vulnerability in Konami's Metal Gear Online 3 arises from inadequate validation of lobby data fields related to kicked players, specifically the "kick_num" parameter. This flaw allows attackers to exceed the maximum player limit, leading to memory corruption that could enable control-flow hijacking and arbitrary code execution within the game. Game developers and security teams managing online gaming environments should prioritize addressing this vulnerability to safeguard against potential exploits.

Public Exploit Signal

A public exploit, PoC, GitHub repository or Metasploit reference was detected for this CVE.

Detected Signals
exploit arbitrary code execution code execution

Note: these links are listed for security research and verification purposes only.

CVE
CVE-2026-19874
Severity
CRITICAL
CVSS
9.1
EPSS
0.73%

Original NVD 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.