As a game company owner myself, I've found a way to do efficient damage control (with regards to morale) on this - announce the "cuts" as early as project pitch! It's not incomprehensible that you know how many people you'll need for the game's upkeep and how many for development stage. Throw an "if game is successful" and "if game is !successful" clause in there, and that way everyone knows what's the playing ground for your game.
I've noticed that these policies of mine have attracted fast-moving employees, the ones that will find it perfectly understandable if I, right now, scrapped every project and said goodbye to everyone. Which, in game industry, is a frequent occurence.