Пятьдесят Четвёртый 🎮
Разработчик, популяризатор браузерного гейминга и эмуляции. https://dos.zone Ретроигры в TG @retrocenter_bot Реклама и сотрудничество @NikCarter Поддержка СБП +79099346284 Копилка clck.ru/3PhswG Boosty https://boosty.to/carter54
Show more📈 Analytical overview of Telegram channel Пятьдесят Четвёртый 🎮
Channel Пятьдесят Четвёртый 🎮 (@gamebase54) in the Russian language segment is an active participant. Currently, the community unites 19 723 subscribers, ranking 4 602 in the Games category and 33 781 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 19 723 subscribers.
According to the latest data from 28 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 80 over the last 30 days and by -13 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 22.93%. Within the first 24 hours after publication, content typically collects 11.13% reactions from the total number of subscribers.
- Post reach: On average, each post receives 4 522 views. Within the first day, a publication typically gains 2 196 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 63.
- Thematic interests: Content is focused on key topics such as браузер, эмулятор, doszone, dos.zone, quake.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Разработчик, популяризатор браузерного гейминга и эмуляции.
https://dos.zone
Ретроигры в TG @retrocenter_bot
Реклама и сотрудничество
@NikCarter
Поддержка
СБП +79099346284
Копилка clck.ru/3PhswG
Boosty https://boosty.to/carter54”
Thanks to the high frequency of updates (latest data received on 29 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.
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