How Think Neverland manages veto rights and the kill clause
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.
A veto may be invoked for reasons including but not limited to:
All vetoes are communicated to the Founder with a clear reason. The veto may be resolved if:
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:
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.