Evoice Erebus говорит
Ведьмак, Киберпанк и просто об играх Сотрудничество: http://t.me/elebus Реклама: https://telega.in/c/evoiceerebus Бусти: https://boosty.to/evoiceerebus Голосуй: https://t.me/boost/evoiceerebus Чат: https://t.me/erebusevoice РКН: https://clck.ru/3FW5y9
Show more📈 Analytical overview of Telegram channel Evoice Erebus говорит
Channel Evoice Erebus говорит (@evoiceerebus) in the Russian language segment is an active participant. Currently, the community unites 32 075 subscribers, ranking 2 683 in the Games category and 20 172 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 32 075 subscribers.
According to the latest data from 18 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 695 over the last 30 days and by 18 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 31.90%. Within the first 24 hours after publication, content typically collects 18.53% reactions from the total number of subscribers.
- Post reach: On average, each post receives 10 230 views. Within the first day, a publication typically gains 5 943 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 133.
- Thematic interests: Content is focused on key topics such as ведьмак, cdpr, dlc, трейлер, witcher.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Ведьмак, Киберпанк и просто об играх
Сотрудничество: http://t.me/elebus
Реклама: https://telega.in/c/evoiceerebus
Бусти: https://boosty.to/evoiceerebus
Голосуй: https://t.me/boost/evoiceerebus
Чат: https://t.me/erebusevoice
РКН: https://clck.ru/3FW...”
Thanks to the high frequency of updates (latest data received on 19 July, 2026), the channel maintains relevance and a high level of publication reach. Analytics show that the audience actively interacts with content, making it an important point of influence in the Games category.
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