Discover 23 potential future Gardenscapes elements, how their mechanics work, and why Help Center listings do not confirm a 2027 release.
Playrix has already added an intriguing group of match-3 elements to its official Help Center, complete with names and instructions. So far, though, we have not spotted them in the regular new levels or Endgame gameplay we follow.
The list includes 23 elements, from the older Gummy Bear, Ducks, and Troll entries to Robot, Armored Glass, and Border. How do they work, and what might be holding up their arrival?
Why Are They in the Help Center Before We See Them in the Game?
One possible reason for listing elements before they launch is to prepare player support: when an element becomes available, its instructions should already be there. These descriptions suggest that the basic rules are in place, but they do not confirm that development is finished or that every internal test has been completed.
Even a mechanic that works as intended needs suitable levels and careful balancing. Designers have to check how many moves it takes, how it performs on different boards, and how it interacts with power-ups and other obstacles. Problems at this stage could delay its introduction or lead to changes in its rules.
Playrix has not announced that these 23 elements will launch in 2027. We are describing their absence from the gameplay we follow, which does not rule out limited tests or differences in availability. The possible development challenges discussed below are our assessments of the mechanics, not official explanations from Playrix.
The 23 elements are Gummy Bear, Ducks, Gems, Cloud Machine, Troll, Rocket Box, Owl House, Stone Tile Generator, Jam Kettle, Snowman, Carnival Cannon, Mine, Amphora, Silver Plaques, Carrot Patch, Armored Conveyor, Rocket, Grapevine, Armored Ground, Crossbow, Armored Glass, Robot, and Border. Below, we look at how each one works and what could make its introduction into levels challenging.
1. Gummy Bear
The Gummy Bear is a two-stage objective. It starts inside a wrapper and needs several hits next to it before it can break free.
Players must then bring it down to the bottom of the board. Opening the wrapper starts the second stage rather than finishing the job.
The balancing challenge is the combined move cost: freeing the bear and clearing its path both need to fit within the level's move limit.
2. Ducks
The Ducks sit inside boxes and are collected by making matches next to them.
The boxes open and close after every move. A duck cannot be collected while its box is closed, so a useful match also has to come at the right time.
That timing requirement could leave players waiting for an opening, reducing the number of moves that actually advance the objective.
3. Gems
The Gems change color after every move. To remove one, players need to make an adjacent match using pieces that match its current color.
The challenge is to line up an available match with the color the Gem needs at that moment.
Constant color changes could make progress depend heavily on which pieces are available nearby.
4. Cloud Machine
The Cloud Machine releases Clouds when it is destroyed after taking the required number of hits.
Those clouds must then be cleared, turning the objective into a two-stage task.
How many Clouds appear, and where they land, will determine how much extra work the second stage adds.
5. Troll
The Troll is protected by layers of stone and can only take damage from power-ups.
Destroying it creates crystals on the board, which become the next part of the objective.
A level built around these stages needs enough room and enough opportunities to make the power-ups required.
6. Rocket Box
The Rocket Box can work in the player's favor once it is destroyed.
After taking enough damage, it launches attacks across the board, hitting other obstacles and potentially triggering chain reactions.
Placement is crucial: the same attack could be extremely powerful in one spot and barely useful in another.
7. Owl House
The Owl House acts as a container that releases three Owls when destroyed.
The owls are placed on the board and remain part of the level.
Adding three new objects requires available spaces, something that could be harder to accommodate on small or divided boards.
8. Stone Tile Generator
The Stone Tile Generator creates new Stone Tiles while it remains active.
That puts players under increasing pressure as more obstacles take up space on the board.
The production rate needs careful tuning so it creates a challenge without blocking off the playing area too quickly.
9. Jam Kettle
The Jam Kettle takes damage only from explosions.
Once enough hits open it, it spreads Jam around itself. Players then have to clear the tiles it has covered.
Both the explosions needed to open the kettle and the cleanup afterward add to the move cost.
10. Snowman
The Snowman takes damage from matches and explosions.
As it melts, it spreads Snow underneath almost every element on the board. Removing the Snowman leaves that Snow to be cleared.
Covering so much of the board could abruptly change the amount of work needed to finish the level.
11. Carnival Cannon
The Carnival Cannon requires an explosion for its first hit.
Once unlocked, it can take damage in other ways. Fully opening it triggers attacks that can clear other elements.
The initial requirement means players need access to a power-up before the cannon can start helping them.
12. Mine
The Mine hides Gold Bottles beneath its surface.
Hitting it reveals the bottles needed for the objective. Once it has produced the required number, it stops supplying more.
The number of hits needs to be balanced against the bottle target and the moves available to reach it.
13. Amphora
The Amphora is hidden inside a solid stone block.
Regular matches do not damage the stone. It takes four hits from explosions to break it, free the Amphora, and have it count toward the level's objective.
Requiring four explosions could make this a demanding obstacle on boards with limited room to create power-ups.
14. Silver Plaques
The Silver Plaques sit beneath thick layers of leaves.
Players must clear the Leaves covering each plaque before they can collect it.
The difficulty will depend mainly on how many layers cover the plaques and which obstacles surround them.
15. Carrot Patch
Carrots grow in the Carrot Patch. Players must destroy the carrot first, then clear the Patch underneath.
Carrots can keep growing when the element is left unchecked.
The growth rate will determine whether players can stay on top of it or struggle to catch up.
16. Armored Conveyor
The Armored Conveyor is a moving belt carrying Balls that shift one tile after every move.
The balls require explosions rather than regular matches. Players must anticipate where they will move next and prepare power-ups accordingly.
Planning explosions becomes harder when the targets keep moving.
17. Rocket
The Rocket charges when hit by matches or explosive power-ups.
It needs three hits to launch, but it can lose charge if players stop hitting it. Keeping the attack going is essential.
That loss of progress could be frustrating when the board offers no useful follow-up move near the Rocket.
18. Grapevine
The Grapevine consists of a Pot and connected sections of vine.
Those sections take damage from nearby matches and explosions. Destroying the Pot can affect the entire vine connected to it.
Access to the Pot could make the difference between a quick solution and an objective that remains heavily protected.
19. Armored Ground
The Armored Ground consists of tough, connected stone blocks.
Regular matches do not damage them. Explosions are needed to break the blocks, and their connections affect how the area is cleared.
Players need enough opportunities to create power-ups close to the blocks, which puts extra demands on the board layout.
20. Crossbow
The Crossbow is loaded with Arrows found on the board.
Players collect the arrows by making matches next to them. Once enough have been collected, the Crossbow fires.
The payoff from its attack needs to justify the moves spent gathering the arrows.
21. Armored Glass
The Armored Glass covers part of the board and protects whatever is underneath.
Regular matches and standard explosions cannot destroy it. Removing it requires a separate mechanic involving Toolboxes and charges.
This adds a learning challenge: players need to understand how the two connected mechanics work together.
22. Robot
The Robot follows a set route toward a Charging Station.
Nearby matches and explosions move it forward. As it travels, it can interact with elements along its route and activate power-ups.
Its path and the interactions along the way require levels designed specifically to accommodate them.
23. Border
The Border hides part of the board and blocks access to the tiles behind it.
Destroying its sections gradually reveals new areas, allowing the level to unfold in stages.
Any objectives revealed later still need to be achievable with the moves players have left.
Which Mechanics Look Most Demanding?
The Troll, Stone Tile Generator, Snowman, Armored Conveyor, Rocket, Armored Glass, and Robot stand out as particularly demanding from a level design perspective. They introduce additional objectives, change the available playing area, move objects, or require a specific sequence of actions.
The Silver Plaques, Mine, and Amphora have more straightforward basic rules. That could make them easier to explain, but it does not mean they will be easy to clear or that they will arrive first.
What Will Confirm Their Release?
The clearest evidence will be an element appearing in an available regular level, or an official announcement tying it to a specific update. The order of Help Center entries alone cannot tell us which one will launch next.
The older group is especially interesting: Gummy Bear, Ducks, Gems, Cloud Machine, Troll, Rocket Box, Owl House, and Stone Tile Generator. If one finally appears after its extended absence from the gameplay we follow, that will be a development worth noting.
Changes to the official instructions also deserve attention, particularly as element mechanics grow more complex. Revised rules before an element's first appearance could suggest that its design has changed, but they would not establish a release date.
Conclusion
These 23 elements give us a glimpse of the mechanics Playrix has documented and that we may encounter in the future. The question for 2027 is which ones will actually make it into levels and how they will play out on the board.
Until there is confirmation, we should treat them as potential future elements, not an announced release schedule.
For now, the boosters can stay on standby. When the next unfamiliar obstacle shows up, we may recognize it before our move counter appreciates the introduction.
Source
Playrix Support – Match-3 Elements
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