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SyndeoKarl W.Stumpner
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Der Weg zur
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Ein strukturierter, transparenter Prozess für messbare Ergebnisse von Tag 1.
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Hör auf unnötig Geld
für neue Mitarbeiter auszugeben.

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

// compiled preview • scanner demo /* generated for visual effect
– not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons
t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n,
a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b,
t) { return a + (b - a) * t; } const now = () => performance.now(
); function rng(min, max) { return Math.random() * (max - min) + m
in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x =
x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a
; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } }
class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t
his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s
tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas
s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y
= y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d
t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca
nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH,
glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl
amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r
* 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Ihre
Investition.
Transparente Preise für messbaren Mehrwert.
Unsere Einsatzgebiete
Digitale Lösungen im Premium-Segment für ganz Deutschland.
Häufig gestellte
Fragen.
Ja, all unsere KI-Agenten und Chatbots werden zu 100% DSGVO-konform auf deutschen Servern bzw. EU-Servern gehostet. Datenschutz und Datensicherheit haben höchste Priorität – von der ersten Beratung bis zum laufenden Betrieb.
Nein, absolut nicht. Wir übernehmen den kompletten technischen Aufbau, die API Integration in Ihre bestehenden Systeme (CRM, ERP, Webhooks) und das Hosting. Sie erhalten ein schlüsselfertiges, funktionierendes System.
Die meisten unserer KMU-Kunden verzeichnen bereits im ersten Monat signifikante Effizienzsteigerung und Kostenersparnis bei Routineaufgaben. Automatisierte Lead-Qualifizierung und Kundensupport automatisieren führt oft innerhalb von 4-6 Wochen zu messbarem ROI.
Ja. Wir arbeiten mit Make.com, N8N und REST APIs plattformübergreifend. Unsere KI-Lösungen lassen sich über Schnittstellen an fast jedes gängige CRM System, ERP oder E-Mail-Tool anbinden – inklusive WhatsApp Business Integration.