BREUS METRO ROYALE
Контакт для сотрудничества: @managerBREUS МОЙ ЮСи магазин: @breus_uc_bot МОЙ METRO SHOP BREUS: https://t.me/MetroShopBreus Наш балдёжный чатик: https://t.me/+cWYItNTex6ZkNGU6 Тут эксклюзивные моменты, даты выхода роликов и просто балдежное общение
Show more📈 Analytical overview of Telegram channel BREUS METRO ROYALE
Channel BREUS METRO ROYALE (@breusgames) in the Russian language segment is an active participant. Currently, the community unites 24 912 subscribers, ranking 3 531 in the Games category and 26 566 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 24 912 subscribers.
According to the latest data from 08 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 788 over the last 30 days and by -27 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 8.05%. Within the first 24 hours after publication, content typically collects 5.99% reactions from the total number of subscribers.
- Post reach: On average, each post receives 2 007 views. Within the first day, a publication typically gains 1 494 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 98.
- Thematic interests: Content is focused on key topics such as юси, funpay, miha, breus, msk.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Контакт для сотрудничества:
@managerBREUS
МОЙ ЮСи магазин: @breus_uc_bot
МОЙ METRO SHOP BREUS:
https://t.me/MetroShopBreus
Наш балдёжный чатик:
https://t.me/+cWYItNTex6ZkNGU6
Тут эксклюзивные моменты, даты выхода роликов и просто балдежное общ...”
Thanks to the high frequency of updates (latest data received on 09 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.
