Neeshtyak(и)
Твич twitch.tv/neeshtyak Владелец (не писать) - @Neeshtyak Реклама/Любой вопрос - @prostoyays По призам @CS_mng (отписка 60минут) Твинкам призы не выдаем без авы Менеджер - @Caucasian0909 Работаем с @reklama_nikita Отзывы по призам @cs_give2
Show more📈 Analytical overview of Telegram channel Neeshtyak(и)
Channel Neeshtyak(и) (@sh3tsupact52) in the Russian language segment is an active participant. Currently, the community unites 33 482 subscribers, ranking 2 561 in the Games category and 19 163 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 33 482 subscribers.
According to the latest data from 06 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 1 610 over the last 30 days and by 104 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 15.56%. Within the first 24 hours after publication, content typically collects 4.50% reactions from the total number of subscribers.
- Post reach: On average, each post receives 5 214 views. Within the first day, a publication typically gains 1 506 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 135.
- Thematic interests: Content is focused on key topics such as 12часов, калашик, дилетанты, авик, нуво.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Твич twitch.tv/neeshtyak
Владелец (не писать) - @Neeshtyak
Реклама/Любой вопрос - @prostoyays
По призам @CS_mng (отписка 60минут)
Твинкам призы не выдаем без авы
Менеджер - @Caucasian0909
Работаем с @reklama_nikita
Отзывы по призам @cs_give2”
Thanks to the high frequency of updates (latest data received on 07 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.
