"There was time spent in transit to the job, and there were always ideas coming up and distracting me in the middle of work. "About seven weeks of Anodyne's development was spent also doing a full-time job, and that really fatigued me," Hogan said. Because of Anodyne's success, he'll have more time to focus on game and music making in an effort to sustain his goals. Hogan, meanwhile, is looking forward to having more time on his hands. "That would be pretty exciting and wonderful, if it works out." "For me, it means that I'll be able to pay off my student loans much more easily and possibly even work on games fulltime after graduation," Kittaka said. After receiving news of their success, Hogan left in the middle of class to phone his parents, while Kittaka double-checked Steam to be sure. We still finished the game."įor Hogan and Kittaka, who are both preparing to graduate college, their Greenlight success was "life changing." Anodyne is not the first game either has made, but it is the first game they've worked on together. The Pirate Bay is probably the biggest reason we got on, but it wasn't totally luck. "That is what helped us get on Valve's radar, I believe.
" traffic, The Pirate Bay brought us a ton of votes," Hogan said. According to Hogan, the ad on the file-sharing site might have even been the determining factor - besides that people actually seem to enjoy Anodyne, of course. Twenty-four hours before Anodyne successfully broke into the next list of 10 Greenlit titles, the game was sitting in line somewhere around number 45.Īnalgesic Productions, better known as two-man team Sean Hogan and Jonathan Kittaka, credit much of their Greenlight success to their recent Pirate Bay Promo.