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Veto & Kill Clause Policy

How Think Neverland manages veto rights and the kill clause

What Is a Veto?

Think Neverland retains the right to veto any adventure feature, feedback item, or direction that conflicts with the studio’s technical standards, legal obligations, or business strategy. A veto pauses or blocks the specific item — it does not terminate the adventure.

Veto Reasons

A veto may be invoked for reasons including but not limited to:

  • Legal or compliance risk
  • Technical infeasibility within agreed parameters
  • Conflicts with Think Neverland’s intellectual property policies
  • Requests outside the agreed adventure scope
  • Brand or reputational concerns

Veto Resolution

All vetoes are communicated to the Founder with a clear reason. The veto may be resolved if:

  • The Founder agrees to modify the request to address the veto reason.
  • Think Neverland determines the veto reason no longer applies.
  • A formal amendment to the adventure agreement is executed.

What Is the Kill Clause?

The kill clause is a contractual right allowing Think Neverland to terminate an adventure entirely under extraordinary circumstances. This is a measure of last resort and is only invoked when:

  • The Founder has materially breached the adventure agreement.
  • Continued operation poses legal or financial risk to Think Neverland.
  • The venture is fundamentally unviable and continuation would be harmful.

Your Rights

If a veto or kill is invoked, you will receive written notice with the specific reason. You have the right to respond within 14 days. Details are governed by your adventure agreement.

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