Sony, the publisher of PlayStation consoles and dozens of video games, said in early April that it would be delaying the much-anticipated The Last of Us: Part II from May 29 to an undetermined date. Developers at Naughty Dog, the studio behind the game, said the delay was because of the current challenges of printing, shipping and selling physical copies of video games. With factories closed, distribution pipelines disrupted and the retailer GameStop operating at reduced capacity, Sony worried that physical sales would be diminished.

Sony isn’t alone. Amazon delayed its multiplayer game New World from spring to August “in order to reach our quality bar as we work remotely for the foreseeable future,” the company said in a statement. The publisher Square Enix had to delay a big new update for its online game Final Fantasy XIV. The Microsoft-owned post-apocalyptic role-playing game Wasteland 3 was bumped from May 19 to Aug. 28, with its developers citing “these new logistical challenges” in their explanation.

Other big companies have found it easier to adapt. Ubisoft, the multinational publisher of games like Far Cry and Assassin’s Creed, has 17,000 employees at 55 studios who could be moved from project to project as different countries faced lockdown orders.

“We shifted some of our quality assurance and testing work from India to China while our studio in Pune was transitioning to working from home,” said Yves Guillemot, Ubisoft’s chief executive. “We also learned a lot from our studios in China, who had to deal with this first and shared their best practices and experiences with us.”

Forrest Dowling, the president of the Molasses Flood, a Boston-based independent studio, said he still hoped to release his new multiplayer building game, Drake Hollow, in June. Because the game is digital-only, Mr. Dowling’s company has more flexibility. “We are figuring it out on a week-by-week basis at the moment,” he said.

But Mr. Dowling said he was concerned about keeping his staff happy and productive in these extraordinary circumstances. He compared working during the pandemic to “crunch”: lengthy periods of extended overtime, which are ubiquitous in the video game industry.

“I think this is going to burn people out,” Mr. Dowling said. “From an energy focus standpoint, it feels very similar to times that I crunched.”