Answer in brief
CVE-2026-19874 records a Unknown severity vulnerability in Konami's Metal Gear Online 3 contains a heap-based buffer overflow. The current sources do not mark it as known exploited. The current feed maps Konami/Metal Gear Online 3 (generic). Check affected ranges and fixed versions before updating.
Analysis pending evidence review
HOL Guard separates source facts from reviewed analysis. See the methodology.
A CVSS score is not reported in the current record. The current sources do not mark it as known exploited. Treat this as a source-backed prioritization signal, not a statement about your environment.
Analysis status
Analysis pending evidence review
Factual feed record only; HOL analysis is not approved for indexing. Read the methodology.
The current feed maps Konami/Metal Gear Online 3 (generic). Check affected ranges and fixed versions before updating.
| Package | Affected range | Fixed version |
|---|---|---|
| Konami/Metal Gear Online 3generic | 1.1.2.8 | Not reported |
Published upstream
Aug 24, 2026
Evidence: source:cvelist:source_dates:source-dates:recordSource modified
Aug 24, 2026
Evidence: source:cvelist:source_dates:source-dates:recordFirst seen by HOL
Aug 24, 2026
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.
Quoted source text, attributed separately from HOL analysis.