ORANGE OXIDE
Канал с новостями по игре OXIDE Свежие Новости, Розыгрыши, Конкурсы и Ивенты Реклама / Сотрудничество: @OrangeAdmin_bot и @usernameorange Работаю с @oldpurple @reklama_nikita @sheikhto @FadeyBOSS @AIphariusOmegon @grek_rek @AbdullaKZ
Show more📈 Analytical overview of Telegram channel ORANGE OXIDE
Channel ORANGE OXIDE (@orange_oxide) in the Russian language segment is an active participant. Currently, the community unites 27 235 subscribers, ranking 3 224 in the Games category and 23 716 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 27 235 subscribers.
According to the latest data from 26 August, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 2 663 over the last 30 days and by 40 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 24.46%. Within the first 24 hours after publication, content typically collects 14.95% reactions from the total number of subscribers.
- Post reach: On average, each post receives 6 664 views. Within the first day, a publication typically gains 4 071 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 127.
- Thematic interests: Content is focused on key topics such as концепт, бета, голосование, donatov.net, donatov.net/giveaway.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Канал с новостями по игре OXIDE
Свежие Новости, Розыгрыши, Конкурсы и Ивенты
Реклама / Сотрудничество: @OrangeAdmin_bot и @usernameorange
Работаю с @oldpurple @reklama_nikita @sheikhto @FadeyBOSS @AIphariusOmegon @grek_rek @AbdullaKZ”
Thanks to the high frequency of updates (latest data received on 27 August, 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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