Мир Танков TIME
Фанатский канал. Новости и развлекательный контент. Чат - @Tanks_Time_Chat Поддержка - t.me/Tanks_Time/728 Приватка - t.me/tribute/app?startapp=s2cn Рекламу можно купить - telega.in/c/Tanks_Time Связь / Реклама: @adm_time press.time.games@gmail.com
Show more📈 Analytical overview of Telegram channel Мир Танков TIME
Channel Мир Танков TIME (@tanks_time) in the Russian language segment is an active participant. Currently, the community unites 23 393 subscribers, ranking 3 787 in the Games category and 28 674 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 23 393 subscribers.
According to the latest data from 12 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -121 over the last 30 days and by -8 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 36.96%. Within the first 24 hours after publication, content typically collects 28.12% reactions from the total number of subscribers.
- Post reach: On average, each post receives 8 651 views. Within the first day, a publication typically gains 6 581 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 126.
- Thematic interests: Content is focused on key topics such as танк, снаряд, прем, сау, башня.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Фанатский канал.
Новости и развлекательный контент.
Чат - @Tanks_Time_Chat
Поддержка - t.me/Tanks_Time/728
Приватка - t.me/tribute/app?startapp=s2cn
Рекламу можно купить - telega.in/c/Tanks_Time
Связь / Реклама:
@adm_time
press.time.games@gmail....”
Thanks to the high frequency of updates (latest data received on 13 June, 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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