HONICIAN

HONICIAN. Colors connect, magic awakens. An underwater scene: a mermaid holding a glowing orb beside a neon octagonal board of coloured orbs, with a jellyfish, a pufferfish, a seahorse, a dolphin and a crab around it. Get it on Google Play. Get HONICIAN on Google Play

HONICIAN — colors connect, magic awakens. Fill a row and nothing happens: five matching orbs touching, diagonals included, and the group goes off.

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One move. Five orbs. Plus 2,500. Four numbered steps on the left explain how a move works, and the closing line reads: Rows don't clear. Colours do. An empty lit podium stands on the right.
The Diary of the Abyss showing the Abyssal Fairy full screen: combo times eight, awakened, first found 13 August 2026.

Reach COMBO ×4. Then watch the Abyss.

Six forms wait below, one for every combo from ×4 to ×9. The deeper the combo, the stronger the blessing — from 10,000 points to 70,000.

In Endless the sweep grows with the combo: two rows at ×4, four at ×6, and from ×7 the whole board.

She doesn't always answer. But the Abyss remembers.

The Abyssal Witch: a violet mermaid sorceress with a crown of spines, holding a staff topped with a glowing purple orb.

Something else is watching.

A Black Orb: a white orb with a black skull inside.

Open the board too wide and the Abyss answers. The Witch surfaces and leaves two Black Orbs behind — never where you wanted them.

They don't fade and they don't time out. The only way to be rid of one is a clear that touches it — diagonals count.

The Fairy rewards your best move. The Witch answers your widest one.

Available in the Android game. The browser board plays without the Witch.

The Diary of the Abyss with all six niches still empty, seven unlit pearls and the career records at zero.

Six niches. All empty at first.

Every Fairy who surfaces leaves her seal, with the date you found her. Your records stay here too: deepest combo, biggest clear, games played, Fairies met.

Above them, seven pearls mark the days you came back.

Fill all six. Something is waiting at the end.

The Joker Orb: an iridescent neon ring around dark starry glass with a white eight-pointed star at its centre.

One orb. Any colour.

Four orbs stuck at four — it's the fifth. Two groups of four with a gap between them — nine burst at once. A chain about to break — it doesn't.

You can't buy it. You have to earn it. Fill the Diary and five are yours. Then the hunt begins again.

Available in the Android game. The browser board plays without Joker Orbs.

The HONICIAN home screen with five doors: Play, Daily Duel, Diary, Leaderboard and Settings.

Same board. Same pieces. Same order.

Every Daily Duel player faces the exact same challenge. One run. One score.

Nobody gets an easier board.

The Google Play Games Best Score leaderboard for HONICIAN, showing the top three players and their scores.

One global leaderboard.

Scores from Endless and Daily Duel feed the same Google Play Games leaderboard.

Thirty seconds. See it move.

The Fairy on one side. The Witch on the other. One board between them.

HONICIAN showcase: the Abyssal Fairy on the left, the Abyssal Witch on the right, and a phone between them showing a board clearing for plus 9,000. Rows don't clear. Colours do.
Ten seconds to learn. Every board makes you look twice. Four cards describe how the game plays.
Neon ocean. Four colours. No waiting. Five quick facts about the game.

Global leaderboard,

plus your own top-10 on device.

The HONICIAN octopus mascot floating inside a glowing glass tube, with descriptive text on the right.