Пятьдесят Четвёртый 🎮
Разработчик, популяризатор браузерного гейминга и эмуляции. Новости об эмуляции, портировании игр и опенсорсе https://dos.zone https://rgc.zone Сотрудничество: @NikCarter 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 19 999 subscribers, ranking 4 490 in the Games category and 32 762 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 19 999 subscribers.
According to the latest data from 17 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 915 over the last 30 days and by 17 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 23.75%. Within the first 24 hours after publication, content typically collects 15.71% reactions from the total number of subscribers.
- Post reach: On average, each post receives 4 750 views. Within the first day, a publication typically gains 3 142 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 93.
- 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.
Новости об эмуляции, портировании игр и опенсорсе
https://dos.zone
https://rgc.zone
Сотрудничество:
@NikCarter
СБП +79099346284
Копилка clck.ru/3PhswG
Boosty https://boosty.to/carter54”
Thanks to the high frequency of updates (latest data received on 18 September, 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.
