Shinyx’s Private Stock
TOS: A refund will not be given under any circumstances since I do not provide any form of warranty. Buying and selling accounts is a violation of Epic Games TOS and there is the risk of the account going inactive. I will not provide for anything.
Show more📈 Analytical overview of Telegram channel Shinyx’s Private Stock
Channel Shinyx’s Private Stock in the English language segment is an active participant. Currently, the community unites 16 851 subscribers, ranking 5 429 in the Games category and 2 362 in the USA region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 16 851 subscribers.
According to the latest data from 06 March, 2025, the channel demonstrates stable activity. Although there has been a change in the number of participants by -623 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 8.25%. Within the first 24 hours after publication, content typically collects 6.27% reactions from the total number of subscribers.
- Post reach: On average, each post receives 1 390 views. Within the first day, a publication typically gains 1 057 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 31.
- Thematic interests: Content is focused on key topics such as outlook, fr3sh, sk!n, b1n, kn!ght.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“TOS:
A refund will not be given under any circumstances since I do not provide any form of warranty. Buying and selling accounts is a violation of Epic Games TOS and there is the risk of the account going inactive. I will not provide for anything.”
Thanks to the high frequency of updates (latest data received on 18 March, 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.
