Severity by source
AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:H/A:H
Any lobby peer can trigger it remotely with no auth or interaction (AV:N/AC:L/PR:N/UI:N); in-process code execution yields full C/I/A impact, so C:H unlike the input's C:N.
Primary rating from Vendor (cert).
CVSS VectorVendor: cert
Lifecycle Timeline
4DescriptionCVE.org
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.
AnalysisAI
Remote code execution in Konami's Metal Gear Online 3 (build 1.1.2.8) arises from an unbounded heap write when parsing the lobby's kicked-player list: the game trusts the attacker-supplied "kick_num" count without checking it against the 16-player buffer limit. A malicious lobby participant can overflow the kicked-ID buffer into adjacent Steam callback handler structures, corrupting function pointers to hijack control flow and potentially execute arbitrary code inside the game process. …
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Attack ChainAIDerived
Hypothetical attack flow derived from CVE metadata
Vulnerability AssessmentAI
| Exploitation | Exploitation requires the attacker to be a participant in the same Metal Gear Online 3 lobby as the target and able to set the lobby-data keys "kick_num" and "kicked_id_%i" (the Steam lobby data channel), triggering the vulnerable kicked-player parsing on victim clients running version 1.1.2.8. … Additional conditions and limiting factors are described in the full assessment. |
| Risk Assessment | The signals point to a genuinely high-priority networked RCE: the input CVSS 3.1 vector (AV:N/AC:L/PR:N/UI:N, I:H/A:H, base 9.1) indicates a low-complexity, unauthenticated, remotely reachable flaw requiring no user interaction, and the corrupted target - function pointers in Steam callback structures - is a direct control-flow hijack primitive rather than a mere crash. … Full risk analysis with EPSS, KEV, and SSVC signal comparison available after sign-in. |
| Exploit Scenario | Full exploit scenario with step-by-step reproduction available after sign-in. |
| Remediation | No vendor-released patch is identified at time of analysis, and no fixed version is present in the provided data, so a specific upgrade target cannot be cited. … Detailed patch versions, workarounds, and compensating controls in full report. |
Recommended ActionAI
Within 24 hours, issue an urgent security bulletin to players and immediately disable online multiplayer functionality or restrict access to internal-only servers as a containment measure. …
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Same weakness CWE-122 – Heap-based Buffer Overflow
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External POC / Exploit Code
Leaving vuln.today
EUVD-2026-64916
GHSA-ggf5-p56j-ccc2