GL1n
🌍Все соцсети: https://konect.gg/gl1n ❤️Буст канала: t.me/gl1n_impact?boost 💬Наш чат: t.me/joinchat/c9-SUInFAWY5YWIy 📋Правила чата: @gl1n_memento_mori 📸Мой ИРЛ контент: @trogautravynaulice ✅ Регистрация РКН: gosuslugi.ru/snet/6791e7caee896061c9c5e0ad
Show more📈 Analytical overview of Telegram channel GL1n
Channel GL1n (@gl1n_impact) in the Russian language segment is an active participant. Currently, the community unites 50 718 subscribers, ranking 1 559 in the Games category and 12 356 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 50 718 subscribers.
According to the latest data from 22 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -174 over the last 30 days and by -3 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 37.49%. Within the first 24 hours after publication, content typically collects 33.56% reactions from the total number of subscribers.
- Post reach: On average, each post receives 19 019 views. Within the first day, a publication typically gains 17 026 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 436.
- Thematic interests: Content is focused on key topics such as патч, разрабов, кубок, mihoyo, twitch.tv/magickat1.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“🌍Все соцсети: https://konect.gg/gl1n
❤️Буст канала: t.me/gl1n_impact?boost
💬Наш чат: t.me/joinchat/c9-SUInFAWY5YWIy
📋Правила чата: @gl1n_memento_mori
📸Мой ИРЛ контент: @trogautravynaulice
✅ Регистрация РКН:
gosuslugi.ru/snet/6791e7caee896061c...”
Thanks to the high frequency of updates (latest data received on 23 June, 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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