Concrete Software

Keith Pichelman, Co-Founder and CEO

Minneapolis, Minnesota
Co-founders of Concrete Software, Keith Pichelman and Mike Lehne Keith Pichelman and a few members of the Concrete Software team at the National Hot Rod Association track
The concrete pour begins

When Keith Pichelman looks back at those early days of starting Concrete Software, he laughs at how quickly things both moved… and yet didn’t at the same time. Wins could come fast, but things could also stall.

Fresh out of the University of Minnesota, he and co-founder Mike Lehne hopped from IBM to Digital River, where Keith was working on a project with Nokia, when mobile was still considered the new kid on the block.

“I can actually make this myself,” Keith realized one day, referring to the software on all the flip phones and PalmPilots starting to pop up in everyone’s hands.

Plus, the entrepreneurial bug had already taken a big bite out of the duo.

So in 2003, they quit their day jobs, and founded their fledgling company in Minneapolis. They started out by trying a little bit of everything.

There was a golf scorecard, and even a mileage tracker that even ended up winning a Nokia award, sending them to the Sugar Bowl of all places. “We’d sold like $20 worth of it,” Keith jokes, “but we went to the Sugar Bowl anyway!”

Their big break finally came along in 2004, with none other than their take on Aces Texas Hold’em. Poker was booming at the time (Keith was playing all these late night games at home with his buddies), and their poker app was literally flying off the virtual shelves.

That got the mobile carriers to notice. “It’s doing fantastic. It’s doing better than any preload we have,” he was told.

So the team ported the game to Nokia Series 30/40/60, Motorola RAZR, BlackBerry, Palm — all big names an average person would recognize in those early years.

Then a mini hiring boom followed. For a while, it felt like they might actually become a hundred-person shop in a span of just three years… until the realities of scale set in and platforms kept shifting.

That is, until Google Play and Apple’s App Store stepped in, and changed everything. They made worldwide distribution way easier than those carrier-by-carrier deals. “Those are the greatest platforms ever… they allowed us to scale quickly across the world,” Keith says.

All the while, they wanted folks to associate their company with what’s strong, something that’s sturdy, something dependable. That was what they’d be known for: nothing but rock solid apps.

And the “concrete” part seemed to stick too. Keith would cycle through a lot of ideas for names, but whenever he asked people to pick, they’d remember “the concrete company thing” the most.

The mission that guides Concrete Software to this day is just as durable: “to be the gaming company known for creating experiences that captivate players for decades while empowering our teams to innovate, and find joy in their craft.”

Concrete software team dinner
The ad mix that holds

In the beginning, Concrete billed itself as a premium shop. Early titles sold for $19.99, and then $14.99, and then ultimately, $0.99, as store prices kept compressing. But they didn’t even get to keep the $1; there was still that pesky 30¢ rev share.

They had to admit, the math wasn’t looking good.

So they tried something else. They released a game for free (with ads), and downloads quickly jumped 10x. Not only that, ad revenue outpaced anything the paid version was bringing in. “With a free game and some ads… we were able to make more than we were selling that $1 game for.”

Early on, they picked Google AdMob as their ad platform partner. Their reasons were simple: access, quality and partnership.

Only a small percentage of players spend money in-game across Concrete’s titles, so freemium and its advertising model let the other ninety-plus percent join the fun at no cost.

Internally, Keith describes ads as basically “small purchases” where players pay with their time instead of their money, right alongside those making in-app purchases. “We have a hybrid model where people are spending money or watching ads,” he says. “So we wanted to ensure customers were getting the highest quality ads, not the kind you can’t click out of or that crash.”

After trying out a competitor ad platform for a few years, the Concrete Software team decided to migrate back to AdMob in 2025 for one major compelling reason: the service is impeccable. “It blew us away how good the support is. It's been such a great experience, and Google has provided absolutely white glove service,” Keith says.

On top of that, revenue has been on the up-and-up since moving back to AdMob, with gross ad revenue increasing 29% year-over-year and average revenue per daily active user increasing up to 60%

“It’s been a win-win-win,” Keith notes. “We always felt like Google was there to help us build our company, that it wasn’t just about making money. The Google team really feels like part of the Concrete Software family,” providing top notch help that often went above and beyond simply recommending where to put ad slots to ideas around player retention and product improvements. “It feels like we got 20% larger without having to add any headcount," Keith adds, with a grin.

“It’s been a win-win-win. We always felt like Google was there to help us build our company, that it wasn’t just about making money. The Google team really feels like part of the Concrete Software family.”
Community that’s built to last

These days, Concrete’s players enjoy two flagship titles: PBA Bowling Challenge and PGA TOUR Golf Shootout, and some very tight-knit communities (also referred to as “clubhouses”) have sprung up around them.

In PGA TOUR, for instance, players can join a clubhouse, each one up to 50 members strong, that operates practically like a family: they help each other, compete against other clubhouses, and in cases like the Irrational Guys, even build out their own fan websites, with merch and video channels to boot.

“We’re really focused on bringing people together in our games,” Keith says. Clubhouses aren’t just a social feature; they’re a culture in and of themselves — and they provide some of the most valuable community feedback that can significantly influence game content and improvements.

And the community is constantly growing — just look at Concrete’s track record, having surpassed 100 million installs across its catalog. And the community-building doesn’t just end with their games.

The Concrete Software team is roughly 30 people now and counting, which might be Keith’s proudest achievement over the last twenty-plus years. “Watching the growth of the people in this company has been super heartwarming. It is so much fun when I go to meetings and I look around and see how much people have grown in their careers and their lives,” Keith reflects.

They still hire locally (and regularly) from none other than the University of Minnesota, of course, even gamifying the onboarding process (as any game studio worth their mettle should) so that it feels like a good “first-time user experience.”

“We survey people after they start and refine as we go,” Keith says. It’s the same exact loop they use in their games: listen, adjust, improve.

Ad revenue is what makes that sort of loop possible without installing a paywall. And it’s why Concrete favors an ads model for their free-to-play titles.

Looking forward, Concrete is doubling down on mobile free-to-play games that feel social, and aiming to launch one or two new titles every year. “We’re really good at free-to-play, that’s our niche,” Keith says. Partnerships (from leagues to licensors) and ongoing live-ops all benefit from an ads model.

“We want to build the kind of legendary games people come back to for years and years,” he says. Games that are rock solid, and unmistakably Concrete.

About the Publisher

Keith Pichelman is the co-founder of Concrete Software, a mobile game developer focused on building “rock-solid” free-to-play experiences. From early trials on feature phones to modern titles with communities called clubhouses and live events, Keith’s north star is simple: make games that will bring people together for years to come.

Keith Pichelman Headshot