Hamster Kombat НОВОСТИ
Добро пожаловать в официальный канал Hamster Kombat! Чат СНГ сообщества: https://t.me/hamster_kombat_ruchat Второй чат СНГ сообщества: https://t.me/hamster_kombat_ruchat02 Twitter: twitter.com/hamster_kombat Поддержка: @HamsterKombat_support_bot
Show more📈 Analytical overview of Telegram channel Hamster Kombat НОВОСТИ
Channel Hamster Kombat НОВОСТИ (@hamster_kombat_ru) in the Russian language segment is an active participant. Currently, the community unites 12 748 subscribers, ranking 7 050 in the Games category and 51 439 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 12 748 subscribers.
According to the latest data from 20 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -290 over the last 30 days and by 0 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 0%. Within the first 24 hours after publication, content typically collects N/A% reactions from the total number of subscribers.
- Post reach: On average, each post receives 0 views. Within the first day, a publication typically gains 0 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 0.
- Thematic interests: Content is focused on key topics such as hmstr, токенов, токены, экосистема, dao.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Добро пожаловать в официальный канал Hamster Kombat!
Чат СНГ сообщества: https://t.me/hamster_kombat_ruchat
Второй чат СНГ сообщества: https://t.me/hamster_kombat_ruchat02
Twitter: twitter.com/hamster_kombat
Поддержка: @HamsterKombat_support_bot”
Thanks to the high frequency of updates (latest data received on 21 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.
