For decades, the basic language of a slot was easy to recognise: reels spin, symbols stop, and a payline or defined pattern decides the result. ELK Studios has spent the past few years testing a noticeably different approach. Its CollectR™ mechanic turns the playing area into an active grid where characters move between symbols, collect matching items and trigger features as the round develops. Pirots introduced the idea in 2023, but by 2026 it had become much more than a one-game experiment. Pirots 5, Huff N’ Puff CollectR and Spark of Creation all use collection rather than conventional reel combinations as a central part of play. This does not mean ELK Studios has abandoned reel-based slots throughout its catalogue. It does show, however, that the developer now has a second, recognisable format capable of supporting very different themes and feature sets.
The most important difference between CollectR and a traditional reel game is not simply the shape of the screen. Many modern slots already use square or rectangular grids, yet still calculate wins through paylines, ways-to-win systems or clusters of matching symbols. CollectR changes what the player is actually watching for. In the original Pirots, coloured birds act as collectors. Each bird is associated with gems of the same colour, and those gems can generate value when the relevant collector reaches them. As a result, the important relationship is between a moving character and nearby symbols rather than between identical icons positioned along a fixed line.
This makes a successful sequence look quite different from a normal spin. Instead of waiting for three, four or five matching symbols to settle in prescribed positions, the player follows the route taken by a collector. Removing one gem can create access to another, while collected feature symbols can change the grid, improve symbol values or create new opportunities. A single initial layout can therefore develop through several stages before the round ends. Symbols are not merely displayed and evaluated; they become objects within an evolving play area.
The grid also gives ELK Studios room to make progress visible. Expansion, cleared spaces, changing symbol values and feature meters can all alter what happens during the same sequence. This is one reason CollectR feels closer to a small board-game loop than to a conventional five-reel slot, even though the outcome is still governed by the game’s underlying mathematics and random number generation. The player does not control the collector’s outcome, but the movement makes cause and effect easier to follow visually: a character reaches a symbol, the symbol disappears, a meter advances and another event may follow.
The original Pirots launched in March 2023 on a 5×5 grid and established the basic CollectR idea. Four pirate birds gathered gems associated with their colours, while collected symbols could contribute towards features such as grid expansion, symbol upgrades, transformations, wilds and coin wins. Three collected bonus symbols could activate the bonus game, where elements including the expanded grid and gem progress remained relevant. The important innovation was not one individual bonus feature. It was the decision to make the collectors themselves the centre of the payout process.
Pirots 5, released by ELK Studios on 23 July 2026, retains that foundation but places it inside a more elaborate 6×6 adventure. The four birds still collect symbols, yet the surrounding environment now plays a larger role. Captain Blackfeather can turn between one and four birds into ghosts and change their associated symbols into Blackfeather gems. Catacombs can lead to battles with mummies, while a Secret Door feature rotates the grid and changes where the birds and symbols sit. The Cursed Temple coin game can also be activated when the entire grid is cleared during the Secret Door feature.
These additions explain why Pirots 5 feels less dependent on the old idea of symbols simply landing and being checked for a win. The grid can rotate, collectors can change state, routes can open and the condition of the board can matter from one event to the next. Three collected bonus symbols activate the bonus game, while a Super Bonus symbol can upgrade that trigger to the Super Bonus. During these modes, grid size, collection-meter progress and gem upgrades remain persistent. ELK Studios therefore uses persistence to give individual events a sense of continuity instead of treating every drop as an entirely isolated result.
One of the clearest signs that CollectR has become important to ELK Studios is its use outside Pirots. The developer had already tested the mechanic elsewhere before 2026. Rogue Rats of Nitropolis, released in March 2024, used an infinite game grid on which a rat moved around collecting payout symbols that matched the colour of its vehicle. The character required Nitro Fuel to continue moving, while collected features could change its colour, upgrade symbols, enlarge the visible area or provide coin wins. That game showed that the central CollectR principle could survive without the four Pirots birds or their pirate setting.
In 2026, ELK Studios pushed the idea further. Huff N’ Puff CollectR went live on 23 April with a 6×6 grid, four pigs, coloured gems, grid expansion, transformations, wilds and a dedicated coin game. Spark of Creation followed on 2 June with a 6×7 layout, CollectR, an evolution meter, creature abilities, multipliers, a bonus and a Super Bonus. Pirots 5 then arrived in July. Three CollectR releases within a few months make the mechanic a visible part of the studio’s current output rather than a feature reserved for occasional sequels.
The advantage for game design is flexibility. A normal reel format often begins with the same familiar question: which symbols need to line up, cluster together or land in sufficient numbers? CollectR gives the designer another starting point: what should the collector do after it reaches a symbol? That question can lead to movement, changing characters, new areas, upgrades or interactions with the setting. The basic collection rule remains understandable, but the events built around it can change substantially from game to game. This allows ELK Studios to retain a recognisable mechanic without producing copies of the same slot with different artwork.
Huff N’ Puff CollectR is a useful example because its collectors are tied directly to the Three Little Pigs theme. The pigs move through the grid and collect gems matching their respective colours as well as feature symbols. Clearing every symbol with the pigs or the Wolf can activate the Golden Wheel, which may award an instant payout or one of several feature results, including bonus modes. The expanding grid therefore becomes more than extra screen space: clearing it can itself become a meaningful objective within the round.
Spark of Creation uses CollectR differently. Rather than building its identity around clearing an area, it connects collection with an Evolution Meter and four creatures. Collecting symbols fills that meter, and completing it can raise a creature to a higher level, up to level three. Each creature has its own ability, with effects that can include increasing multipliers, adding payout or feature symbols and removing symbols. Progress is therefore expressed through the development of the characters as well as through the values appearing on the grid.
These two 2026 games demonstrate why CollectR is useful beyond one established series. Huff N’ Puff CollectR turns collection into physical movement through a story about pigs, building and the threatening Wolf. Spark of Creation links it to elemental creatures that evolve and develop stronger abilities. Pirots 5 uses the same broad foundation for traps, catacombs, enemies and a changing temple. Players who already understand the concept of a collector taking matching symbols do not need an entirely new basic rule each time, yet the games can still behave differently enough to have separate identities.

It would be inaccurate to say that ELK Studios is replacing all conventional slots with CollectR. Its 2026 release schedule contains several games built around other structures. Wild Toro 3, released in May, uses five reels and four rows. Heist Guys 2, released in July, uses five columns and four rows with multiplying wilds and a Heist Game. Boomberries uses a 6×7 arrangement with hot-zone multipliers and symbol removal, while Quackers uses a six-column, six-row format centred on multipliers and wilds. CollectR is therefore one branch of a broader catalogue rather than a mandatory template for every new release.
Even the Pirots series itself provides evidence that ELK Studios is willing to change its formula. Pirots X, released in October 2024, does not use the usual CollectR system. It is a cluster game in which wins require groups of at least five adjacent matching symbols. Winning clusters leave wilds behind, while different wild types and multipliers influence later wins. The existence of Pirots X matters because it shows that the characters and brand are not inseparable from a single mathematical presentation. ELK Studios has tested both CollectR and cluster-based structures inside the same series.
The more accurate interpretation is that ELK Studios is reducing its dependence on one conventional definition of a slot. Reels remain part of its work, clusters remain available and CollectR has developed into another established option. This gives the studio more freedom to choose a structure that fits the concept of a particular game. A western heist can still work naturally with columns and wilds, while an adventure built around characters travelling through a temple benefits from a grid in which those characters can physically move. The format becomes part of the theme rather than simply a container for symbols.
By 2026, CollectR has developed from the signature feature of the first Pirots into a reusable design system. The important change is not that grids are replacing reels everywhere, because they are not. It is that ELK Studios can now design a slot around movement, collection and persistent progress without first translating every idea into paylines or clusters. Rogue Rats demonstrated that a collector could travel across an effectively unlimited area, Huff N’ Puff CollectR adapted the mechanic to new characters, Spark of Creation tied it to evolution, and Pirots 5 combined it with environmental hazards and rotating spaces.
There is also a practical reason this approach can support sequels. A recognisable base mechanic gives returning players a familiar starting point, while new features can change what happens after collection begins. Pirots 5 does not need to remove the central relationship between birds and coloured symbols to feel different from the first Pirots. Instead, it changes the setting around them and adds Blackfeather, catacombs, Secret Door movement, the Cursed Temple game and persistent bonus progress. This is a more substantial form of sequel development than changing only the artwork and a few symbol values.
CollectR should therefore be viewed as an alternative grammar for ELK Studios slots rather than evidence that the studio considers reels obsolete. Traditional reel arrangements, clusters and grid-based collection all remain active within its catalogue in 2026. What has changed is the range of structures available to the developer. Pirots 5 represents the most recent stage of a mechanic that began with a simple idea — characters collecting matching symbols — and has gradually become capable of supporting changing environments, character states, progression and dedicated side features. For players, that means the screen is no longer always something to watch spin and stop; in CollectR games, it is a space in which the round can visibly move from one event to the next.