𝐓𝐆𝐌𝐨𝐫𝐞𝐆𝐢𝐟𝐭 | 𝐍𝐅𝐓
Реклама/сотрудничество: 🧊 Owner — @kyokks 🧊 Admins – @dandadaaaaaan 🪩 Managers — @lordgamestv 💬 Чаты — @nft_chat_air / @OneWayGift / @tgnftchat Не отписка в течение 24 часов после результатов — приз сгорает. (КАСАЕТСЯ БЕСПЛАТНЫХ РОЗЫГРЫШЕЙ)
Show more📈 Analytical overview of Telegram channel 𝐓𝐆𝐌𝐨𝐫𝐞𝐆𝐢𝐟𝐭 | 𝐍𝐅𝐓
Channel 𝐓𝐆𝐌𝐨𝐫𝐞𝐆𝐢𝐟𝐭 | 𝐍𝐅𝐓 (@tgmoregift) in the Russian language segment is an active participant. Currently, the community unites 26 254 subscribers, ranking 3 389 in the Games category and 24 743 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 26 254 subscribers.
According to the latest data from 13 October, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -1 118 over the last 30 days and by -128 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 0.97%. Within the first 24 hours after publication, content typically collects 2.42% reactions from the total number of subscribers.
- Post reach: On average, each post receives 256 views. Within the first day, a publication typically gains 635 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 14.
- Thematic interests: Content is focused on key topics such as буст, билетик, демон, мишка, tgmoregift.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Реклама/сотрудничество:
🧊 Owner — @kyokks
🧊 Admins – @dandadaaaaaan
🪩 Managers — @lordgamestv
💬 Чаты — @nft_chat_air / @OneWayGift / @tgnftchat
Не отписка в течение 24 часов после результатов — приз сгорает. (КАСАЕТСЯ БЕСПЛАТНЫХ РОЗЫГРЫШЕЙ)”
Thanks to the high frequency of updates (latest data received on 14 October, 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.
