It happened to the McLaren F1 fuel injection first.
Online games going offline face the exact same problem.
Even games where the producer -that didn't go bankrupt - promised they would keep working offline, they don't. Ubisoft for example killed off The Crew, a racing game. It took some effort from fans to recover this one, but many more others are irrecoverable without the original servers. (This particular example has more twists and turns, but the gist is the same, the game was innacessible without intervention).
People forget that always online devices can't be guaranteed to work forever, even when the original designers cease to exist. There is no resilience.
In the case of games, Steam promises to keep a copy of most games on their servers, at the same time that GOG promises to keep the original installers for download, and it is up to you to safeguard a copy and maybe the original media the game ran on, like compact discs. None of this ensures the continued existence of any of them.
I think the concept goes past games, but it became evident with games exactly because they are completely based on digital and online premises, which are extremely... ephemeral is the word?
To broaden the scope of the problem with a far more exotic example, a McLaren F1 relies on a Compaq laptop running a 3.5" floppy drive with the code of its firmware to run the fuel injection system. Failing those, the car becomes a 20 million dollar paperweight, unless somebody updates the access to it via any means, like OBD ports and whatnot.
The same can be said about the Saturn V rocket. Even though NASA has the blueprints, building details cannot be reproduced without the original vendors that made the rocket parts. It took 30 years for a private company to be able to create a rocket with better specs than the Saturn V. Again, if SpaceX ceases to exist, their rockets are equally useless.
Nobody is looking at the bigger broader picture.