Your customer writes on WhatsApp, you search three screens
Lunachat is built for small teams in Turkey: a customer support tool that collects website chat and WhatsApp into one inbox and takes minutes to set up.
In Turkey, customer support rarely lives in one place. Some of it arrives through the chat box on the website; far more of it arrives on WhatsApp. As a team grows, sharing one phone, remembering who answered what, and finding what a customer said last month all become impossible.
Most ready-made tools sit on one side of a trade-off: either they are hosted abroad and it is unclear where the data rests, or the WhatsApp side requires applying for the official Business API, which means an approval process and a set of template-message rules that most small teams do not need. Lunachat sits at the intersection: the data stays in Turkey, and WhatsApp is connected by pairing the number you already use through a QR code.
The product is built in Ankara by Adra Yazılım Ltd. Şti. We are a small team, and we keep it that way on purpose. A few things done completely beats many things done halfway. We are also explicit about what we do not do. Bulk marketing sends are one example: the connection is not made through the WhatsApp Business API, so that scenario is unsupported and we do not describe it otherwise.
What we optimize for
A narrow scope
The list of things we do not build is as long as the list of things we do. Every feature is maintenance owed forever, so before adding one we ask whether we can live without it.
Your existing number
WhatsApp is connected by scanning a QR code in the panel. No Business API application, no approval queue, no template-message rules. You keep writing from the number your customers already know.
Data stays in Turkey
Chat transcripts carry names, phone numbers and order details. Servers are in Turkey, and exactly what is retained, for how long, and which sub-processor sits where is written out in the KVKK notice.
A light widget
The chat widget you embed cannot exceed 40 KB gzipped. That is not a goal but a build-time limit: exceed it and the build fails, so no release ships over budget.